mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
commit
b9b21e61b1
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@ -98,22 +98,22 @@ scale_type_x8 = "source"
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scale_x8 = "0.500000"
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scale_type_y8 = "source"
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scale_y8 = "0.500000"
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shader9 = "shaders/reflection_blur_x.slang"
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shader9 = "shaders/reflection_blur_pre.slang"
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filter_linear9 = "true"
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wrap_mode9 = "mirrored_repeat"
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wrap_mode9 = "clamp_to_border"
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mipmap_input9 = "false"
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alias9 = "reflected_blurred_pass1"
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alias9 = "reflected_blurred_pass_pre"
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float_framebuffer9 = "false"
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srgb_framebuffer9 = "false"
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scale_type_x9 = "source"
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scale_x9 = "1.000000"
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scale_type_y9 = "source"
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scale_y9 = "1.000000"
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shader10 = "shaders/reflection_blur_y.slang"
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shader10 = "shaders/reflection_blur.slang"
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filter_linear10 = "true"
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wrap_mode10 = "mirrored_repeat"
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mipmap_input10 = "false"
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alias10 = "reflected_blurred_pass2"
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mipmap_input10 = "true"
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alias10 = "reflected_blurred_pass"
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float_framebuffer10 = "false"
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srgb_framebuffer10 = "false"
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scale_type_x10 = "source"
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@ -196,7 +196,7 @@ SAT_BLEED_PAL = "1.000000"
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SAT_BLEED_STRENGTH = "0.500000"
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SAT_BLEED_SIZE_LEFT = "3.000000"
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SAT_BLEED_SIZE_RIGHT = "3.000000"
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OFFSET_STRENGTH = "1.000000"
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OFFSET_STRENGTH = "0.250000"
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SHIFT_R = "-20.000000"
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SHIFT_G = "1.000000"
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SHIFT_B = "20.000000"
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@ -216,10 +216,9 @@ HALO_W = "3.000000"
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HALO_H = "3.000000"
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HALO_GAMMA = "1.400000"
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SCANLINE_DARK = "0.700000"
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SCANLINE_COMPENSATION = "0.200000"
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SCANLINES_BLEEDING = "1.000000"
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SCANLINE_FLICKERING = "0.000000"
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SCANLINE_FLICKERING_POWER = "0.500000"
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SCANLINE_FLICKERING_POWER = "0.170000"
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DO_BLOOM = "1.000000"
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BLOOM_MIX = "0.500000"
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DO_CURVATURE = "1.000000"
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@ -227,13 +226,11 @@ GEOM_WARP_X = "0.450000"
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GEOM_WARP_Y = "0.500000"
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GEOM_CORNER_SMOOTH = "400.000000"
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DO_BEZEL = "1.000000"
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BEZEL_INNER_ZOOM = "-0.010000"
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BEZEL_INNER_ZOOM = "-0.011000"
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BEZEL_FRAME_ZOOM = "0.170000"
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BEZEL_IMAGE_BORDER = "1.020000"
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BEZEL_RFL_OFFSET = "0.001000"
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BEZEL_REFL_ZOOM = "0.990000"
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AMBI_FALLOFF = "0.400000"
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AMBI_POWER = "5.000000"
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AMBI_OVER_BEZEL = "0.200000"
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DO_DYNZOOM = "0.000000"
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V_SIZE = "2.700000"
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V_POWER = "1.050000"
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@ -1,64 +0,0 @@
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# Koko-aio
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Koko-aio shader is meant to be an all-in one crt shader.<br>
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It can be configured with many parameters, so that can be
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scaled to run on even on modest gpus while still developed to
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run with heavier presets on at least Haswell+ iGpus.<br>
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On that gpu, as in version 3.5, it reaches about 85fps with all features enabled<br>
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When dealing with lowres content on 1920x1080 resolution.<br>
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While it is not meant to simulate the internal behaviour of CRT displays,<br>
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it aims to give users "visual" parameters to make their monitors look similar.<br>
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Several presets are included.<br>
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***Additional documentation:***
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* [See here](docs.md)
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***Additional artwork:***
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* https://github.com/kokoko3k/koko-aio-slang-presets-and-overlays
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***Actually, it provides emulation for:***
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* Scanlines
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* Screenlines
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* RGB phosphors
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* RGB deconvergence
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* NTSC/PAL CVBS color bleeding
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* NTSC color artifacting (early stage)
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* Aperture grille and slot mask.
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* Input signal glowing
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* Output signal glowing
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* Blooming
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* Gamma, contrast, saturation, luminance, color temperature adjustments
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* Black frame insertions through alternate blanking
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* Interlace flickering, forcing and emulation
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* Antialiasing
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* Curvature
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* Ambient lights
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* Vignette and Spotlight
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* Bezel (Thank you HyperspaceMadness for allowing me to rip his automagically generated bezel!)
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https://github.com/HyperspaceMadness/
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* Background images
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* Full screen glowing
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***External code by:***
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* Nvidia (FXAA)
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* EasyMode (curvature related code)
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# Examples
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***monitor-slotmask-bloom-bezelwider - Arcade - Final fight***
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![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/monitor-slotmask-bloom-bezelwider.mame.ffight.png?raw=true)
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***monitor-Commodore_1084S-wider - Amiga - ProjectX SE***
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![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/monitor-Commodore_1084S-wider.puae.projectx.png?raw=true)
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***tv-PAL-my-old - Master System - Trans Bot***
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![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/tv-PAL-my-old,mastersystem.transbot.png?raw=true)
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***tv-NTSC-1 - Genesis - Sonic 2***
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![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/tv-NTSC-1.md.sonic2.png?raw=true)
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***tv-NTSC-2 - Snes - Aladdin***
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![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/tv-NTSC-2.snes.aladdin.png?raw=true)
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***tv-aperturegrille-bloom-bezel - Amiga - Leander***
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![alt text](https://github.com/kokoko3k/koko-aio-slang/blob/main/screenshots/screenshots.3.5/tv-aperturegrille-bloom-bezel.puae.leander.png?raw=true)
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@ -98,22 +98,22 @@ scale_type_x8 = "source"
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scale_x8 = "0.500000"
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scale_type_y8 = "source"
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scale_y8 = "0.500000"
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shader9 = "shaders/reflection_blur_x.slang"
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shader9 = "shaders/reflection_blur_pre.slang"
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filter_linear9 = "true"
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wrap_mode9 = "mirrored_repeat"
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wrap_mode9 = "clamp_to_border"
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mipmap_input9 = "false"
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alias9 = "reflected_blurred_pass1"
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alias9 = "reflected_blurred_pass_pre"
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float_framebuffer9 = "false"
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srgb_framebuffer9 = "false"
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scale_type_x9 = "source"
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scale_x9 = "1.000000"
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scale_type_y9 = "source"
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scale_y9 = "1.000000"
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shader10 = "shaders/reflection_blur_y.slang"
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shader10 = "shaders/reflection_blur.slang"
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filter_linear10 = "true"
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wrap_mode10 = "mirrored_repeat"
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mipmap_input10 = "false"
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alias10 = "reflected_blurred_pass2"
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mipmap_input10 = "true"
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alias10 = "reflected_blurred_pass"
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float_framebuffer10 = "false"
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srgb_framebuffer10 = "false"
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scale_type_x10 = "source"
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@ -188,7 +188,12 @@ scale_type_y16 = "viewport"
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scale_y16 = "1.000000"
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DO_CCORRECTION = "1.000000"
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LUMINANCE = "0.200000"
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GAMMA_OUT = "0.500000"
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GAMMA_OUT = "0.480000"
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DO_SHIFT_RGB = "1.000000"
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OFFSET_STRENGTH = "0.250000"
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SHIFT_R = "-20.000000"
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SHIFT_G = "1.000000"
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SHIFT_B = "20.000000"
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DO_IN_GLOW = "1.000000"
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IN_GLOW_POWER = "0.850000"
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IN_GLOW_GAMMA = "2.000000"
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@ -205,23 +210,26 @@ HALO_POWER = "0.400000"
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HALO_W = "3.000001"
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HALO_H = "3.000001"
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HALO_GAMMA = "1.300000"
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HALO_VS_SCAN = "0.800000"
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HALO_VS_SCAN = "1.000000"
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DO_SCANLINES = "1.000000"
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SCANLINE_MIN = "0.200000"
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SCANLINE_MAX = "3.000000"
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SCANLINE_DARK = "0.100000"
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SCANLINE_MAX = "0.800000"
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SCANLINE_MINMAX_GAMMA = "0.700000"
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DO_BLOOM = "1.000000"
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BLOOM_MIX = "0.500000"
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DO_CURVATURE = "1.000000"
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GEOM_WARP_X = "0.475000"
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GEOM_WARP_X = "0.450000"
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GEOM_WARP_Y = "0.500000"
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GEOM_CORNER_SMOOTH = "200.000000"
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GEOM_CORNER_SIZE = "0.010000"
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GEOM_CORNER_SMOOTH = "400.000000"
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BEZEL_INNER_ZOOM = "-0.215000"
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BEZEL_IMAGE_BORDER = "1.020000"
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BEZEL_RFL_OFFSET = "0.002000"
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BEZEL_REFL_ZOOM = "0.993000"
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BEZEL_R = "-0.190000"
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BEZEL_G = "-0.190000"
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BEZEL_B = "-0.190000"
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BEZEL_CON = "2.180000"
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AMBI_FALLOFF = "0.400000"
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AMBI_POWER = "1.000000"
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AMBI_OVER_BEZEL = "0.200000"
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V_SIZE = "2.700000"
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V_POWER = "1.050000"
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S_POSITION = "194.000000"
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@ -10,11 +10,6 @@
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Use it if you don't want to blur the image and you still don't like
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jagged or too much pixelated images.
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**RGB deconvergence:**
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Shift R,G,B components separately to mimic channel deconvergence.
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By varying Red, Green and Blue offsets, the relative component will be
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shifted column by column, row by row.
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**CVBS: NTSC color artifacts: **
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Tries to emulate typical NTSC color artifacting without emulating
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full NTSC coding/decoding pipeline.
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@ -22,12 +17,20 @@
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an accurate emulation (yet?)
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As today, it is enough to emulate rainbowing effects on genesis.
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** RF Noise: **
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Emulates radio frequency noise with a given strength
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**CVBS: Bandwidth limited chroma:**
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Will cause an horizontal chroma bleed which cheaply mimics the effect of
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poor composite video signals.
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It can be used with RGB shifting and image blurring to give the picture
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an ntsc look without dealing with specific encoding/decoding stuffs.
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**Deconvergence:**
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Shift R,G,B components separately to mimic channel deconvergence.
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By varying Red, Green and Blue offsets, the relative component will be
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shifted column by column, row by row.
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**Glow/Blur:**
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Emulate the CRT glowing "feature", so that the brighter areas of
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the image will light their surroundings,
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@ -52,6 +55,7 @@
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When NTSC artifacts emulation is enabled, this option will let you blur
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them more, this would help to selectively blur things like waterfalls
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in Sonic 2.
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The value you set it will be subtracted from glow horizontal sharpness.
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Blur less NTSC artifacts (min treshold)
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In relation to the previous setting, this allow to blur only the most
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prominent artifacts.
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@ -59,7 +63,7 @@
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This will help you to set the previous 2 values as it will show only
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the artifacts that will modify the blur.
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**RGB Masks and/or Darklines:**
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**Masks and/or Darklines:**
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Emulates CRT RGB phosphors (RGB Mask),
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slotmasks and aperturegrille (Darklines).
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@ -68,7 +72,7 @@
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you may want to scale this filter by a factor.
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Vmask Strength:
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How much will the RGB mask be visible.
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. (LoDPI) Green,Magenta -> BGR:
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. (LoDPI) Green,Magenta -> RGB:
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By exploiting common monitors RGB subpixel order, this causes
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the RGB mask, to be emulated by using just 2 pixels instead of 3.
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Very useful for 1080p (or lower) displays and to keep more brightness.
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@ -125,11 +129,10 @@
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controls how "little" they will look pronunced.
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You can even use a negative value to make the scanline more evident,
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but graphical glitches may occour.
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Scanlines gap brightness:
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Controls how much the gap between scanlines is dark.
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Compensate brightness loss:
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Will make scanlines brighter, where possible, to compensate for the
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loss of brightness given by the dark gap between them.
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Minimum/Maximum height:
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Control the scanline thickness, can be used to mitigate moiree.
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Min->Max Inertia
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The lower, the thinner scanlines will be used for higher brightness.
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Scanlines bleeding:
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Will cause the scanline itself to light the scanline gap (dark) part.
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You may use it to keep a good picture brightness level.
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@ -148,13 +151,16 @@
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and avoid graphical glitches.
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If you enable this feature, it is highly recommended to disable darklines.
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Darklines will still used when dealing with interlaced or flickering screens.
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Type 0 allows you to configure strength and stagger.
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The stagger height will be modulated by the scanline height.
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Type 1 produces tinner slotmasks, but with fixed stagger.
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Type 1 allows you to configure strength and stagger.
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The stagger height will be modulated by the scanline height.
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Type 2 produces thinner slotmasks, (dark gaps more pronunced),
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but with fixed offset.
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The stagger height will still be modulated by the scanline height.
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This is intended to give pixels a sparkling point.
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Works best with scanline heights in range [0.5..0.7]
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Type 3 is fixed and produces heavier and thinner slotmasks without visible scanlines.
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Slotmask strength
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The strenght of the slotmask (available on type 1 and 2 only)
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The strength of the slotmask
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. Offset
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This is the slotmask offset/stagger, (available on type 1 only)
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Keep it around 79 or all the way to max
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@ -197,6 +203,8 @@
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control how much the display is curved along its axes.
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Corner radius, Corner sharpness:
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Control the "smoothness" of the display corners.
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Cut curvature ears;
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If you see weird image repetition try this.
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**Bezel:**
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Draws a monitor frame with simulated reflections from the game content.
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@ -212,19 +220,26 @@
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|||
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Straight
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Use a straight bezel instead of a curved one.
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Bezel color (red,green,blue) and contrast:
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Allows to choose the color of the monitor frame.
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Image zoom:
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Inner zoom:
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Allows to shrink or expand the game content to fit the monitor frame.
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When integer scaling is enabled, this is ignored.
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Frame zoom:
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Allows to shrink or expand the monitor frame to fit the game content.
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Image Border:
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Draws a black border around the game content.
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Sharp reflections
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Bezel color (red,green,blue) and contrast:
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Allows to choose the color of the monitor frame.
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Reflections strength
|
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The amount of reflections
|
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Reflections sharpness
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Modulates from totally blurred to totally sharp reflection appearance.
|
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Reflections roughness
|
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The amount of material roughness in reflection area
|
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Diffusion strength
|
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Mix an amount of high blurred reflection to simulate light diffusion
|
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Specularity strength
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The amount of specular reflection
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Darken corners
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How much the bezel corners should be darkened
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**Global shift/zoom image:**
|
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Zoom and shift everything on screen, but background pictures.
|
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**Backgound image:**
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Draws an image on screen picked from the "textures" shader subdirectory,
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|
@ -245,12 +260,26 @@
|
|||
This could be needed when dealing with vertical games.
|
||||
Use -1 to let the shader try to guess if the rotation is needed.
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Wrap mode:
|
||||
This feature is static, to use it
|
||||
you have to manually enable it by removing the leading: "//"
|
||||
from "//#define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER" in config.inc
|
||||
|
||||
What to do outside the image:
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||||
0 Mirrored repeat because so is configured in main .slangp.
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||||
1 Clamp to border and it means black.
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2 Clamp to edge and means that it repeats the edge color.
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3 Plain repeat without mirroring.
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||||
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||||
|
||||
**Backdrop support:**
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||||
Some old arcades used a mirror trick to overlay the
|
||||
game content over an high definition printed image.<br>
|
||||
The image used by default, picked from the "textures" shader subdirectory,
|
||||
is named: boothill.jpg<br>
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||||
Shift(Zoom) Backdrop over X(Y) axis:
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||||
move or zoom the whole background image.
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||||
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||||
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**Ambient light leds:**
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||||
Emulates the presence of led strips under the monitor that lights the
|
||||
surroundings according to the edges of the game content.
|
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|
@ -270,6 +299,31 @@
|
|||
Note: To avoid burn-in effects, keep Light Falloff + Led power not too high.
|
||||
Colorize Bezel
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Allow to add an amount of the ambient light over the bezel frame
|
||||
Colorization size
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How much the ambient light should bleed over the monitor.
|
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Pushing this too high would make it bleed over the tube.
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||||
This is not supported.
|
||||
Back/Foreground image alpha blend
|
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When displaying background or foreground images, ambient lights are
|
||||
shown on their transparent areas (alpha channel)
|
||||
Switching this you can choose if you want to emulate leds:
|
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under the image (0/mix) or over the image (1/add)
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Always colorize Back/Foreground image (add mode only)
|
||||
When "Back/Foreground image alpha blend" is set to 1/add,
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||||
you can choose to always colorize the foreground image by a certain amount.
|
||||
This can be used to produce big haloes all around the tube.
|
||||
This internally works by adding the amount of your choice to the alpha channel
|
||||
of the foreground image.
|
||||
|
||||
**Luminosity dependant zoom:**
|
||||
On older CRT monitors, the picture gets bigger when the image was brighter.
|
||||
|
||||
**Vignette:**
|
||||
Will cause uneven brightness of the image, more at the center,
|
||||
less at the edges.
|
||||
|
||||
**Spot:**
|
||||
Simulates external light reflected by the monitor glass.
|
||||
|
||||
**Aspect Ratio:**
|
||||
When using effects that need Retroarch aspect ratio option
|
||||
|
@ -293,39 +347,49 @@
|
|||
As long as Aspect Ratio Numerator is positive, this will
|
||||
be used as the denominator of the fraction.
|
||||
|
||||
**Luminosity dependant zoom:**
|
||||
On older CRT monitors, the picture gets bigger when the image was brighter.
|
||||
**Global shift/zoom image:**
|
||||
Zoom and shift everything on screen, but background pictures.
|
||||
|
||||
**Vignette:**
|
||||
Will cause uneven brightness of the image, more at the center,
|
||||
less at the edges.
|
||||
**Override content geometry:**
|
||||
Contrary to the global aspect ratio control, this changes only the game geometry.
|
||||
Bezel stays the same.
|
||||
|
||||
Integer scale: Game content zoom height is rounded to nearest integer.
|
||||
Maximum integer scale: Dont allow integer scaling more than this
|
||||
* beware: the following options in this group
|
||||
overrides the integer scale.
|
||||
Aspect: Change aspect ratio.
|
||||
Vertical/Horizontal position: Shifts the game position
|
||||
Zoom: Change the size
|
||||
|
||||
**Tilt:**
|
||||
Put the bezel and the game content into perspective.
|
||||
|
||||
Tilt along X(Y) axis:
|
||||
Rotate the image in space
|
||||
Fov: Modulates the field of view
|
||||
Bezel multiplier:
|
||||
Can be used to adjust the bezel rotation
|
||||
in relation to the game tilt amount
|
||||
|
||||
**Spot:**
|
||||
Simulates external light reflected by the monitor glass.
|
||||
|
||||
**Alternate line blanking:**
|
||||
CRT monitors \*real\* refresh was amazing, today is just "meh" in most cases.
|
||||
This emmulates the low pixel persistance of CRT monitors
|
||||
This emulates the low pixel persistance of CRT monitors
|
||||
and reduces the motion blur, typical of LCD displays, by blanking even/odd
|
||||
screen lines on even/odd frames, by sacrificing image brightness, ofc.
|
||||
|
||||
This feature is static, to use it
|
||||
you have to manually enable it by removing the leading: "//"
|
||||
from "//#define ALLOW_ALT_BLANK" in config.inc
|
||||
|
||||
Frame insertion strength:
|
||||
How much the line will be blanked.
|
||||
Dark lines period:
|
||||
You can blank single line or a group of them at once.
|
||||
See what performs better on your display.
|
||||
|
||||
**Backdrop support:**
|
||||
Some (not so much) old arcades used a mirror trick to overlay the
|
||||
game content over an high definition printed image.<br>
|
||||
koko-aio supports them but you will explicitely need to enable<br>
|
||||
that feature in config.inc file, by uncommenting a string this way:<br>
|
||||
//#define STATIC_SUPPORT_BACKDROP 1.0 <br>
|
||||
becomes: <br>
|
||||
#define STATIC_SUPPORT_BACKDROP 1.0 <br>
|
||||
You can only combine the static backdrop with images <br>
|
||||
that are painted over the screen.<br>
|
||||
If you need to zoom the game content only, use the global zoom controls.
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -189,6 +189,11 @@ scale_y16 = "1.000000"
|
|||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -207,19 +212,22 @@ HALO_H = "3.500000"
|
|||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.200000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_DARK = "0.050000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.215000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
271
bezel/koko-aio/monitor-Commodore_1084S-Night.slangp
Normal file
271
bezel/koko-aio/monitor-Commodore_1084S-Night.slangp
Normal file
|
@ -0,0 +1,271 @@
|
|||
shaders = "17"
|
||||
shader0 = "shaders/ntsc_pass.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "mirrored_repeat"
|
||||
mipmap_input0 = "false"
|
||||
alias0 = "ntsc_pass"
|
||||
float_framebuffer0 = "false"
|
||||
srgb_framebuffer0 = "false"
|
||||
scale_type_x0 = "source"
|
||||
scale_x0 = "1.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "1.000000"
|
||||
shader1 = "shaders/first_pass.slang"
|
||||
filter_linear1 = "false"
|
||||
wrap_mode1 = "mirrored_repeat"
|
||||
mipmap_input1 = "false"
|
||||
alias1 = "first_pass"
|
||||
float_framebuffer1 = "false"
|
||||
srgb_framebuffer1 = "false"
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "2.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "2.000000"
|
||||
shader2 = "shaders/fxaa.slang"
|
||||
filter_linear2 = "true"
|
||||
wrap_mode2 = "mirrored_repeat"
|
||||
mipmap_input2 = "true"
|
||||
alias2 = "FXAA_pass"
|
||||
float_framebuffer2 = "false"
|
||||
srgb_framebuffer2 = "false"
|
||||
scale_type_x2 = "source"
|
||||
scale_x2 = "1.000000"
|
||||
scale_type_y2 = "source"
|
||||
scale_y2 = "1.000000"
|
||||
shader3 = "shaders/shift_and_bleed.slang"
|
||||
filter_linear3 = "true"
|
||||
wrap_mode3 = "mirrored_repeat"
|
||||
mipmap_input3 = "false"
|
||||
alias3 = "shift_and_bleed_pass"
|
||||
float_framebuffer3 = "true"
|
||||
srgb_framebuffer3 = "false"
|
||||
scale_type_x3 = "source"
|
||||
scale_x3 = "1.000000"
|
||||
scale_type_y3 = "source"
|
||||
scale_y3 = "1.000000"
|
||||
shader4 = "shaders/in_glow_x.slang"
|
||||
filter_linear4 = "true"
|
||||
wrap_mode4 = "mirrored_repeat"
|
||||
mipmap_input4 = "false"
|
||||
alias4 = "in_glow_pass_x"
|
||||
float_framebuffer4 = "true"
|
||||
srgb_framebuffer4 = "false"
|
||||
scale_type_x4 = "source"
|
||||
scale_x4 = "1.000000"
|
||||
scale_type_y4 = "source"
|
||||
scale_y4 = "1.000000"
|
||||
shader5 = "shaders/in_glow_y.slang"
|
||||
filter_linear5 = "true"
|
||||
wrap_mode5 = "mirrored_repeat"
|
||||
mipmap_input5 = "false"
|
||||
alias5 = "in_glow_pass"
|
||||
float_framebuffer5 = "true"
|
||||
srgb_framebuffer5 = "false"
|
||||
scale_type_x5 = "source"
|
||||
scale_x5 = "1.000000"
|
||||
scale_type_y5 = "source"
|
||||
scale_y5 = "1.000000"
|
||||
shader6 = "shaders/halo_x.slang"
|
||||
filter_linear6 = "true"
|
||||
wrap_mode6 = "clamp_to_edge"
|
||||
mipmap_input6 = "false"
|
||||
alias6 = "halo_pass_x"
|
||||
float_framebuffer6 = "true"
|
||||
srgb_framebuffer6 = "false"
|
||||
scale_type_x6 = "source"
|
||||
scale_x6 = "1.000000"
|
||||
scale_type_y6 = "source"
|
||||
scale_y6 = "1.000000"
|
||||
shader7 = "shaders/halo_y.slang"
|
||||
filter_linear7 = "true"
|
||||
wrap_mode7 = "clamp_to_edge"
|
||||
mipmap_input7 = "false"
|
||||
alias7 = "halo_pass"
|
||||
float_framebuffer7 = "true"
|
||||
srgb_framebuffer7 = "false"
|
||||
scale_type_x7 = "source"
|
||||
scale_x7 = "1.000000"
|
||||
scale_type_y7 = "source"
|
||||
scale_y7 = "1.000000"
|
||||
shader8 = "shaders/avglum_pass.slang"
|
||||
filter_linear8 = "true"
|
||||
wrap_mode8 = "mirrored_repeat"
|
||||
mipmap_input8 = "false"
|
||||
alias8 = "avglum_pass"
|
||||
float_framebuffer8 = "false"
|
||||
srgb_framebuffer8 = "false"
|
||||
scale_type_x8 = "source"
|
||||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
scale_x10 = "1.000000"
|
||||
scale_type_y10 = "source"
|
||||
scale_y10 = "1.000000"
|
||||
shader11 = "shaders/bloom_pass_1.slang"
|
||||
filter_linear11 = "true"
|
||||
wrap_mode11 = "mirrored_repeat"
|
||||
mipmap_input11 = "false"
|
||||
alias11 = "bloom_pass_1"
|
||||
float_framebuffer11 = "false"
|
||||
srgb_framebuffer11 = "false"
|
||||
scale_type_x11 = "source"
|
||||
scale_x11 = "1.000000"
|
||||
scale_type_y11 = "source"
|
||||
scale_y11 = "1.000000"
|
||||
shader12 = "shaders/bloom_pass_2.slang"
|
||||
filter_linear12 = "true"
|
||||
wrap_mode12 = "clamp_to_edge"
|
||||
mipmap_input12 = "false"
|
||||
alias12 = "bloom_pass_2"
|
||||
float_framebuffer12 = "false"
|
||||
srgb_framebuffer12 = "false"
|
||||
scale_type_x12 = "source"
|
||||
scale_x12 = "0.500000"
|
||||
scale_type_y12 = "source"
|
||||
scale_y12 = "0.500000"
|
||||
shader13 = "shaders/bloom_pass_3.slang"
|
||||
filter_linear13 = "true"
|
||||
wrap_mode13 = "clamp_to_edge"
|
||||
mipmap_input13 = "false"
|
||||
alias13 = "bloom_pass_3"
|
||||
float_framebuffer13 = "false"
|
||||
srgb_framebuffer13 = "false"
|
||||
scale_type_x13 = "source"
|
||||
scale_x13 = "1.000000"
|
||||
scale_type_y13 = "source"
|
||||
scale_y13 = "1.000000"
|
||||
shader14 = "shaders/bloom_pass_4.slang"
|
||||
filter_linear14 = "true"
|
||||
wrap_mode14 = "mirrored_repeat"
|
||||
mipmap_input14 = "false"
|
||||
alias14 = "bloom_pass_final"
|
||||
float_framebuffer14 = "true"
|
||||
srgb_framebuffer14 = "false"
|
||||
scale_type_x14 = "source"
|
||||
scale_x14 = "1.000000"
|
||||
scale_type_y14 = "source"
|
||||
scale_y14 = "1.000000"
|
||||
shader15 = "shaders/ambi_temporal_pass.slang"
|
||||
filter_linear15 = "true"
|
||||
wrap_mode15 = "clamp_to_border"
|
||||
mipmap_input15 = "false"
|
||||
alias15 = "ambi_temporal_pass"
|
||||
float_framebuffer15 = "true"
|
||||
srgb_framebuffer15 = "false"
|
||||
scale_type_x15 = "viewport"
|
||||
scale_x15 = "0.050000"
|
||||
scale_type_y15 = "viewport"
|
||||
scale_y15 = "0.050000"
|
||||
shader16 = "shaders/final_pass.slang"
|
||||
filter_linear16 = "true"
|
||||
wrap_mode16 = "mirrored_repeat"
|
||||
mipmap_input16 = "false"
|
||||
alias16 = "final_pass"
|
||||
float_framebuffer16 = "false"
|
||||
srgb_framebuffer16 = "false"
|
||||
scale_type_x16 = "viewport"
|
||||
scale_x16 = "1.000000"
|
||||
scale_type_y16 = "viewport"
|
||||
scale_y16 = "1.000000"
|
||||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.600000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_W = "0.000000"
|
||||
IN_GLOW_H = "2.000000"
|
||||
IN_GLOW_BIAS = "0.000000"
|
||||
DO_VMASK_AND_DARKLINES = "1.000000"
|
||||
RGB_MASK_STRENGTH = "1.000000"
|
||||
VMASK_USE_GM = "1.000000"
|
||||
DARKLINES_STRENGTH = "0.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.430000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "1.000000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.300000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "60.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "700.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.600000"
|
||||
BEZEL_FRAME_ZOOM = "-0.247000"
|
||||
BEZEL_R = "0.030000"
|
||||
BEZEL_G = "0.015000"
|
||||
BEZEL_B = "0.005000"
|
||||
BEZEL_CON = "2.180000"
|
||||
BEZEL_REFL_STRENGTH = "0.640000"
|
||||
BEZEL_DIFFUSION_STR = "0.500000"
|
||||
BEZEL_CORNER_DARK = "0.400000"
|
||||
DO_BG_IMAGE = "1.000000"
|
||||
BG_IMAGE_OVER = "1.000000"
|
||||
BG_IMAGE_ZOOM = "0.998000"
|
||||
BG_IMAGE_NIGHTIFY = "0.800000"
|
||||
AMBI_STEPS = "5.000000"
|
||||
AMBI_FALLOFF = "0.300000"
|
||||
AMBI_POWER = "7.000000"
|
||||
AMBI_OVER_BEZEL = "0.000000"
|
||||
AMBI_OVER_BEZEL_SIZE = "0.180000"
|
||||
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
|
||||
AMBI_BG_IMAGE_FORCE = "1.000000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.000000"
|
||||
V_POWER = "1.050000"
|
||||
DO_SPOT = "1.000000"
|
||||
S_POSITION = "194.000000"
|
||||
S_SIZE = "0.640000"
|
||||
S_POWER = "0.250000"
|
||||
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
|
||||
monitor_body_curved = "textures/monitor_body_curved.png"
|
||||
monitor_body_curved_linear = "true"
|
||||
monitor_body_curved_wrap_mode = "clamp_to_edge"
|
||||
monitor_body_curved_mipmap = "true"
|
||||
monitor_body_straight = "textures/monitor_body_straight.png"
|
||||
monitor_body_straight_linear = "true"
|
||||
monitor_body_straight_wrap_mode = "clamp_to_edge"
|
||||
monitor_body_straight_mipmap = "true"
|
||||
bg_under = "textures/background_under.png"
|
||||
bg_under_linear = "true"
|
||||
bg_under_wrap_mode = "mirrored_repeat"
|
||||
bg_under_mipmap = "true"
|
||||
bg_over = "textures/background_over.png"
|
||||
bg_over_linear = "true"
|
||||
bg_over_wrap_mode = "mirrored_repeat"
|
||||
bg_over_mipmap = "true"
|
||||
backdrop = "textures/boothill.jpg"
|
||||
backdrop_linear = "true"
|
||||
backdrop_wrap_mode = "mirrored_repeat"
|
||||
backdrop_mipmap = "true"
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -188,9 +188,14 @@ scale_type_y16 = "viewport"
|
|||
scale_y16 = "1.000000"
|
||||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.520000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "2.100000"
|
||||
IN_GLOW_POWER = "1.600000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_W = "0.000000"
|
||||
IN_GLOW_H = "2.000000"
|
||||
|
@ -200,15 +205,15 @@ RGB_MASK_STRENGTH = "1.000000"
|
|||
VMASK_USE_GM = "1.000000"
|
||||
DARKLINES_STRENGTH = "0.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.280000"
|
||||
HALO_POWER = "0.430000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.500000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "1.000000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.450000"
|
||||
SCANLINE_DARK = "0.050000"
|
||||
SCANLINE_MIN = "0.300000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "60.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
|
@ -216,23 +221,23 @@ GEOM_WARP_X = "0.450000"
|
|||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "700.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_R = "0.025000"
|
||||
BEZEL_G = "0.000000"
|
||||
BEZEL_B = "-0.025000"
|
||||
BEZEL_INNER_ZOOM = "-0.390000"
|
||||
BEZEL_INNER_ZOOM = "-0.440000"
|
||||
BEZEL_FRAME_ZOOM = "-0.140000"
|
||||
BEZEL_IMAGE_BORDER = "1.030000"
|
||||
BEZEL_R = "0.030000"
|
||||
BEZEL_G = "0.015000"
|
||||
BEZEL_B = "0.005000"
|
||||
BEZEL_CON = "2.180000"
|
||||
BEZEL_REFL_STRENGTH = "0.200000"
|
||||
BEZEL_RFL_OFFSET = "-0.003000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
DO_BG_IMAGE = "1.000000"
|
||||
BG_IMAGE_OVER = "1.000000"
|
||||
BG_IMAGE_OFFX = "0.002000"
|
||||
BG_IMAGE_OFFY = "0.045500"
|
||||
BG_IMAGE_ZOOM = "1.091004"
|
||||
DO_AMBILIGHT = "0.000000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_STEPS = "5.000000"
|
||||
AMBI_FALLOFF = "0.500000"
|
||||
AMBI_POWER = "0.700000"
|
||||
AMBI_OVER_BEZEL = "0.000000"
|
||||
AMBI_OVER_BEZEL_SIZE = "0.180000"
|
||||
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
|
||||
AMBI_BG_IMAGE_FORCE = "1.000000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.000000"
|
||||
V_POWER = "1.050000"
|
||||
|
@ -242,7 +247,7 @@ S_SIZE = "0.640000"
|
|||
S_POWER = "0.250000"
|
||||
DO_GLOBAL_SHZO = "1.000000"
|
||||
GLOBAL_OFFX = "-0.001000"
|
||||
GLOBAL_OFFY = "-0.037000"
|
||||
GLOBAL_OFFY = "0.006000"
|
||||
GLOBAL_ZOOM = "1.000000"
|
||||
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
|
||||
monitor_body_curved = "textures/monitor_body_curved.png"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -188,9 +188,14 @@ scale_type_y16 = "viewport"
|
|||
scale_y16 = "1.000000"
|
||||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.520000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "2.100000"
|
||||
IN_GLOW_POWER = "1.600000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_W = "0.000000"
|
||||
IN_GLOW_H = "2.000000"
|
||||
|
@ -200,15 +205,15 @@ RGB_MASK_STRENGTH = "1.000000"
|
|||
VMASK_USE_GM = "1.000000"
|
||||
DARKLINES_STRENGTH = "0.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.280000"
|
||||
HALO_POWER = "0.430000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.500000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "1.000000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.600000"
|
||||
SCANLINE_DARK = "0.050000"
|
||||
SCANLINE_MIN = "0.300000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "60.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
|
@ -216,23 +221,23 @@ GEOM_WARP_X = "0.450000"
|
|||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "700.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_R = "0.025000"
|
||||
BEZEL_G = "0.000000"
|
||||
BEZEL_B = "-0.025000"
|
||||
BEZEL_INNER_ZOOM = "-0.520000"
|
||||
BEZEL_FRAME_ZOOM = "-0.250000"
|
||||
BEZEL_IMAGE_BORDER = "1.040000"
|
||||
BEZEL_INNER_ZOOM = "-0.600000"
|
||||
BEZEL_FRAME_ZOOM = "-0.247000"
|
||||
BEZEL_R = "0.030000"
|
||||
BEZEL_G = "0.015000"
|
||||
BEZEL_B = "0.005000"
|
||||
BEZEL_CON = "2.180000"
|
||||
BEZEL_REFL_STRENGTH = "0.200000"
|
||||
BEZEL_RFL_OFFSET = "-0.003000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
DO_BG_IMAGE = "1.000000"
|
||||
BG_IMAGE_OVER = "1.000000"
|
||||
BG_IMAGE_OFFX = "0.001500"
|
||||
BG_IMAGE_OFFY = "0.001500"
|
||||
BG_IMAGE_ZOOM = "0.998000"
|
||||
DO_AMBILIGHT = "0.000000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_STEPS = "5.000000"
|
||||
AMBI_FALLOFF = "0.500000"
|
||||
AMBI_POWER = "0.700000"
|
||||
AMBI_OVER_BEZEL = "0.000000"
|
||||
AMBI_OVER_BEZEL_SIZE = "0.180000"
|
||||
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
|
||||
AMBI_BG_IMAGE_FORCE = "1.000000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.000000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -188,7 +188,12 @@ scale_type_y16 = "viewport"
|
|||
scale_y16 = "1.000000"
|
||||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
GAMMA_OUT = "0.500000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -201,28 +206,30 @@ VMASK_USE_GM = "1.000000"
|
|||
VMASK_GAP = "1.000000"
|
||||
DARKLINES_STRENGTH = "0.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.430000"
|
||||
HALO_POWER = "0.380000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.300000"
|
||||
SCANLINES_BLEEDING = "0.300000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_MAX = "0.700000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.165000"
|
||||
BEZEL_INNER_ZOOM = "-0.185000"
|
||||
BEZEL_FRAME_ZOOM = "0.040000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.600000"
|
||||
AMBI_POWER = "1.700000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -188,7 +188,12 @@ scale_type_y16 = "viewport"
|
|||
scale_y16 = "1.000000"
|
||||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
GAMMA_OUT = "0.500000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -201,28 +206,30 @@ VMASK_USE_GM = "1.000000"
|
|||
VMASK_GAP = "1.000000"
|
||||
DARKLINES_STRENGTH = "0.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.430000"
|
||||
HALO_POWER = "0.380000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.200000"
|
||||
SCANLINES_BLEEDING = "0.300000"
|
||||
SCANLINE_MAX = "0.700000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -189,6 +189,11 @@ scale_y16 = "1.000000"
|
|||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -207,20 +212,23 @@ HALO_H = "3.500000"
|
|||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.200000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_DARK = "0.050000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.215000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
271
bezel/koko-aio/monitor-slotmask-bloom-ShinyBezel.slangp
Normal file
271
bezel/koko-aio/monitor-slotmask-bloom-ShinyBezel.slangp
Normal file
|
@ -0,0 +1,271 @@
|
|||
shaders = "17"
|
||||
shader0 = "shaders/ntsc_pass.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "mirrored_repeat"
|
||||
mipmap_input0 = "false"
|
||||
alias0 = "ntsc_pass"
|
||||
float_framebuffer0 = "false"
|
||||
srgb_framebuffer0 = "false"
|
||||
scale_type_x0 = "source"
|
||||
scale_x0 = "1.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "1.000000"
|
||||
shader1 = "shaders/first_pass.slang"
|
||||
filter_linear1 = "false"
|
||||
wrap_mode1 = "mirrored_repeat"
|
||||
mipmap_input1 = "false"
|
||||
alias1 = "first_pass"
|
||||
float_framebuffer1 = "false"
|
||||
srgb_framebuffer1 = "false"
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "2.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "2.000000"
|
||||
shader2 = "shaders/fxaa.slang"
|
||||
filter_linear2 = "true"
|
||||
wrap_mode2 = "mirrored_repeat"
|
||||
mipmap_input2 = "true"
|
||||
alias2 = "FXAA_pass"
|
||||
float_framebuffer2 = "false"
|
||||
srgb_framebuffer2 = "false"
|
||||
scale_type_x2 = "source"
|
||||
scale_x2 = "1.000000"
|
||||
scale_type_y2 = "source"
|
||||
scale_y2 = "1.000000"
|
||||
shader3 = "shaders/shift_and_bleed.slang"
|
||||
filter_linear3 = "true"
|
||||
wrap_mode3 = "mirrored_repeat"
|
||||
mipmap_input3 = "false"
|
||||
alias3 = "shift_and_bleed_pass"
|
||||
float_framebuffer3 = "true"
|
||||
srgb_framebuffer3 = "false"
|
||||
scale_type_x3 = "source"
|
||||
scale_x3 = "1.000000"
|
||||
scale_type_y3 = "source"
|
||||
scale_y3 = "1.000000"
|
||||
shader4 = "shaders/in_glow_x.slang"
|
||||
filter_linear4 = "true"
|
||||
wrap_mode4 = "mirrored_repeat"
|
||||
mipmap_input4 = "false"
|
||||
alias4 = "in_glow_pass_x"
|
||||
float_framebuffer4 = "true"
|
||||
srgb_framebuffer4 = "false"
|
||||
scale_type_x4 = "source"
|
||||
scale_x4 = "1.000000"
|
||||
scale_type_y4 = "source"
|
||||
scale_y4 = "1.000000"
|
||||
shader5 = "shaders/in_glow_y.slang"
|
||||
filter_linear5 = "true"
|
||||
wrap_mode5 = "mirrored_repeat"
|
||||
mipmap_input5 = "false"
|
||||
alias5 = "in_glow_pass"
|
||||
float_framebuffer5 = "true"
|
||||
srgb_framebuffer5 = "false"
|
||||
scale_type_x5 = "source"
|
||||
scale_x5 = "1.000000"
|
||||
scale_type_y5 = "source"
|
||||
scale_y5 = "1.000000"
|
||||
shader6 = "shaders/halo_x.slang"
|
||||
filter_linear6 = "true"
|
||||
wrap_mode6 = "clamp_to_edge"
|
||||
mipmap_input6 = "false"
|
||||
alias6 = "halo_pass_x"
|
||||
float_framebuffer6 = "true"
|
||||
srgb_framebuffer6 = "false"
|
||||
scale_type_x6 = "source"
|
||||
scale_x6 = "1.000000"
|
||||
scale_type_y6 = "source"
|
||||
scale_y6 = "1.000000"
|
||||
shader7 = "shaders/halo_y.slang"
|
||||
filter_linear7 = "true"
|
||||
wrap_mode7 = "clamp_to_edge"
|
||||
mipmap_input7 = "false"
|
||||
alias7 = "halo_pass"
|
||||
float_framebuffer7 = "true"
|
||||
srgb_framebuffer7 = "false"
|
||||
scale_type_x7 = "source"
|
||||
scale_x7 = "1.000000"
|
||||
scale_type_y7 = "source"
|
||||
scale_y7 = "1.000000"
|
||||
shader8 = "shaders/avglum_pass.slang"
|
||||
filter_linear8 = "true"
|
||||
wrap_mode8 = "mirrored_repeat"
|
||||
mipmap_input8 = "false"
|
||||
alias8 = "avglum_pass"
|
||||
float_framebuffer8 = "false"
|
||||
srgb_framebuffer8 = "false"
|
||||
scale_type_x8 = "source"
|
||||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
scale_x10 = "1.000000"
|
||||
scale_type_y10 = "source"
|
||||
scale_y10 = "1.000000"
|
||||
shader11 = "shaders/bloom_pass_1.slang"
|
||||
filter_linear11 = "true"
|
||||
wrap_mode11 = "mirrored_repeat"
|
||||
mipmap_input11 = "false"
|
||||
alias11 = "bloom_pass_1"
|
||||
float_framebuffer11 = "false"
|
||||
srgb_framebuffer11 = "false"
|
||||
scale_type_x11 = "source"
|
||||
scale_x11 = "1.000000"
|
||||
scale_type_y11 = "source"
|
||||
scale_y11 = "1.000000"
|
||||
shader12 = "shaders/bloom_pass_2.slang"
|
||||
filter_linear12 = "true"
|
||||
wrap_mode12 = "clamp_to_edge"
|
||||
mipmap_input12 = "false"
|
||||
alias12 = "bloom_pass_2"
|
||||
float_framebuffer12 = "false"
|
||||
srgb_framebuffer12 = "false"
|
||||
scale_type_x12 = "source"
|
||||
scale_x12 = "0.500000"
|
||||
scale_type_y12 = "source"
|
||||
scale_y12 = "0.500000"
|
||||
shader13 = "shaders/bloom_pass_3.slang"
|
||||
filter_linear13 = "true"
|
||||
wrap_mode13 = "clamp_to_edge"
|
||||
mipmap_input13 = "false"
|
||||
alias13 = "bloom_pass_3"
|
||||
float_framebuffer13 = "false"
|
||||
srgb_framebuffer13 = "false"
|
||||
scale_type_x13 = "source"
|
||||
scale_x13 = "1.000000"
|
||||
scale_type_y13 = "source"
|
||||
scale_y13 = "1.000000"
|
||||
shader14 = "shaders/bloom_pass_4.slang"
|
||||
filter_linear14 = "true"
|
||||
wrap_mode14 = "mirrored_repeat"
|
||||
mipmap_input14 = "false"
|
||||
alias14 = "bloom_pass_final"
|
||||
float_framebuffer14 = "true"
|
||||
srgb_framebuffer14 = "false"
|
||||
scale_type_x14 = "source"
|
||||
scale_x14 = "1.000000"
|
||||
scale_type_y14 = "source"
|
||||
scale_y14 = "1.000000"
|
||||
shader15 = "shaders/ambi_temporal_pass.slang"
|
||||
filter_linear15 = "true"
|
||||
wrap_mode15 = "clamp_to_border"
|
||||
mipmap_input15 = "false"
|
||||
alias15 = "ambi_temporal_pass"
|
||||
float_framebuffer15 = "true"
|
||||
srgb_framebuffer15 = "false"
|
||||
scale_type_x15 = "viewport"
|
||||
scale_x15 = "0.050000"
|
||||
scale_type_y15 = "viewport"
|
||||
scale_y15 = "0.050000"
|
||||
shader16 = "shaders/final_pass.slang"
|
||||
filter_linear16 = "true"
|
||||
wrap_mode16 = "mirrored_repeat"
|
||||
mipmap_input16 = "false"
|
||||
alias16 = "final_pass"
|
||||
float_framebuffer16 = "false"
|
||||
srgb_framebuffer16 = "false"
|
||||
scale_type_x16 = "viewport"
|
||||
scale_x16 = "1.000000"
|
||||
scale_type_y16 = "viewport"
|
||||
scale_y16 = "1.000000"
|
||||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_W = "0.000000"
|
||||
IN_GLOW_H = "2.000000"
|
||||
IN_GLOW_BIAS = "0.000000"
|
||||
DO_VMASK_AND_DARKLINES = "1.000000"
|
||||
RGB_MASK_STRENGTH = "1.000000"
|
||||
VMASK_USE_GM = "1.000000"
|
||||
VMASK_GAP = "1.000000"
|
||||
DARKLINES_STRENGTH = "0.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.430000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.185000"
|
||||
BEZEL_FRAME_ZOOM = "0.040000"
|
||||
BEZEL_R = "-0.115000"
|
||||
BEZEL_G = "-0.115000"
|
||||
BEZEL_B = "-0.115000"
|
||||
BEZEL_CON = "4.000000"
|
||||
BEZEL_REFL_STRENGTH = "1.000000"
|
||||
BEZEL_RFL_BLR_SHD = "1.000000"
|
||||
BEZEL_ROUGHNESS = "1.300000"
|
||||
BEZEL_DIFFUSION_STR = "0.500000"
|
||||
BEZEL_SPCL_STRENGTH = "0.800000"
|
||||
BEZEL_CORNER_DARK = "0.000000"
|
||||
DO_BG_IMAGE = "1.000000"
|
||||
BG_IMAGE_NIGHTIFY = "0.700000"
|
||||
AMBI_STEPS = "5.000000"
|
||||
AMBI_FALLOFF = "0.380000"
|
||||
AMBI_POWER = "7.000000"
|
||||
AMBI_OVER_BEZEL = "1.700000"
|
||||
AMBI_OVER_BEZEL_SIZE = "0.140000"
|
||||
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
|
||||
AMBI_BG_IMAGE_FORCE = "0.500000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
DO_SPOT = "1.000000"
|
||||
S_POSITION = "194.000000"
|
||||
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
|
||||
monitor_body_curved = "textures/monitor_body_curved.png"
|
||||
monitor_body_curved_linear = "true"
|
||||
monitor_body_curved_wrap_mode = "clamp_to_edge"
|
||||
monitor_body_curved_mipmap = "true"
|
||||
monitor_body_straight = "textures/monitor_body_straight.png"
|
||||
monitor_body_straight_linear = "true"
|
||||
monitor_body_straight_wrap_mode = "clamp_to_edge"
|
||||
monitor_body_straight_mipmap = "true"
|
||||
bg_under = "textures/background_under.png"
|
||||
bg_under_linear = "true"
|
||||
bg_under_wrap_mode = "mirrored_repeat"
|
||||
bg_under_mipmap = "true"
|
||||
bg_over = "textures/background_over.png"
|
||||
bg_over_linear = "true"
|
||||
bg_over_wrap_mode = "mirrored_repeat"
|
||||
bg_over_mipmap = "true"
|
||||
backdrop = "textures/boothill.jpg"
|
||||
backdrop_linear = "true"
|
||||
backdrop_wrap_mode = "mirrored_repeat"
|
||||
backdrop_mipmap = "true"
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -189,6 +189,11 @@ scale_y16 = "1.000000"
|
|||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -207,25 +212,27 @@ HALO_H = "3.500000"
|
|||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.300000"
|
||||
SCANLINES_BLEEDING = "0.300000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.165000"
|
||||
BEZEL_INNER_ZOOM = "-0.185000"
|
||||
BEZEL_FRAME_ZOOM = "0.040000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
DO_BG_IMAGE = "1.000000"
|
||||
AMBI_STEPS = "5.000000"
|
||||
AMBI_POWER = "2.100000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -189,6 +189,11 @@ scale_y16 = "1.000000"
|
|||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -207,24 +212,25 @@ HALO_H = "3.500000"
|
|||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.300000"
|
||||
SCANLINES_BLEEDING = "0.300000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.165000"
|
||||
BEZEL_INNER_ZOOM = "-0.185000"
|
||||
BEZEL_FRAME_ZOOM = "0.040000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.600000"
|
||||
AMBI_POWER = "1.700000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -189,8 +189,13 @@ scale_y16 = "1.000000"
|
|||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.525000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_POWER = "1.700000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_SPREAD = "1.200000"
|
||||
IN_GLOW_W = "1.000000"
|
||||
|
@ -199,32 +204,31 @@ IN_GLOW_BIAS = "0.000000"
|
|||
DO_VMASK_AND_DARKLINES = "1.000000"
|
||||
RGB_MASK_STRENGTH = "1.000000"
|
||||
VMASK_USE_GM = "1.000000"
|
||||
VMASK_GAP = "1.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.355000"
|
||||
HALO_POWER = "0.430000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.600000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.050000"
|
||||
SCANLINE_MAX = "4.099998"
|
||||
SCANLINE_DARK = "0.100000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -189,6 +189,11 @@ scale_y16 = "1.000000"
|
|||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -207,23 +212,25 @@ HALO_H = "3.500000"
|
|||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.200000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -189,6 +189,11 @@ scale_y16 = "1.000000"
|
|||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -207,21 +212,24 @@ HALO_H = "3.500000"
|
|||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.200000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.215000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -189,6 +189,11 @@ scale_y16 = "1.000000"
|
|||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.200000"
|
||||
GAMMA_OUT = "0.530000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.950000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -207,20 +212,23 @@ HALO_H = "3.500000"
|
|||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.200000"
|
||||
SCANLINE_MIN = "0.250000"
|
||||
SCANLINE_SM_TYPE = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.215000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
/* This pass simulates the presence of a led strip placed on the back of the virtual screen */
|
||||
|
||||
#include "config.inc"
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
#define PastSampler ambi_temporal_passFeedback
|
||||
|
||||
|
@ -18,8 +19,8 @@ layout(location = 1) out float border_min;
|
|||
layout(location = 2) out float border_max;
|
||||
layout(location = 3) out float fstep;
|
||||
layout(location = 4) out float lod;
|
||||
layout(location = 5) out vec2 vWarp_vexp;
|
||||
layout(location = 6) out vec2 vWarp_arg2;
|
||||
layout(location = 5) out vec2 pre_pass_coords;
|
||||
layout(location = 6) out float vIs_rotated;
|
||||
|
||||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
|
@ -32,9 +33,30 @@ void main() {
|
|||
//Calc a lod for a texture sized led_strip x led_strip
|
||||
lod = log2(global.first_passSize.y / leds_per_strip);
|
||||
|
||||
//Precalc some Curvature/Warp values:
|
||||
vWarp_vexp = 1.0/ (1 + (vec2(GEOM_WARP_X, GEOM_WARP_Y) * 0.2)) ;
|
||||
vWarp_arg2 = 1.0 - pow(vec2(0.29289321881345247559915563789515), vWarp_vexp );
|
||||
|
||||
//Scale to the original aspect
|
||||
float in_aspect = get_in_aspect();
|
||||
|
||||
bool isrotated = is_rotated();
|
||||
vIs_rotated = float(isrotated);
|
||||
|
||||
if ( !do_integer_scale() )
|
||||
pre_pass_coords = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, in_aspect, isrotated) + vec2(0.00001);
|
||||
else
|
||||
pre_pass_coords = integer_scale(TexCoord, in_aspect, isrotated) ;
|
||||
|
||||
|
||||
if (DO_GLOBAL_SHZO >0.5)
|
||||
pre_pass_coords = zoom(pre_pass_coords + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM );
|
||||
|
||||
if (DO_GAME_GEOM_OVERRIDE > 0.5)
|
||||
pre_pass_coords = content_geom_override(pre_pass_coords, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
|
||||
|
||||
|
||||
if (DO_BEZEL > 0.5)
|
||||
pre_pass_coords = zoomout_coords(pre_pass_coords, -get_BEZEL_INNER_ZOOM() , 1.0);
|
||||
|
||||
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
@ -43,8 +65,8 @@ layout(location = 1) in float border_min;
|
|||
layout(location = 2) in float border_max;
|
||||
layout(location = 3) in float fstep;
|
||||
layout(location = 4) in float lod;
|
||||
layout(location = 5) in vec2 vWarp_vexp;
|
||||
layout(location = 6) in vec2 vWarp_arg2;
|
||||
layout(location = 5) in vec2 pre_pass_coords;
|
||||
layout(location = 6) in float vIs_rotated;
|
||||
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
|
@ -54,7 +76,7 @@ layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback;
|
|||
layout(set = 0, binding = 4) uniform sampler2D first_pass;
|
||||
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
|
||||
vec3 ambi_push_pass(vec2 coords, float f_lod) {
|
||||
vec3 pixel_out = textureLod(first_pass, coords, f_lod).rgb;
|
||||
|
@ -70,34 +92,22 @@ vec3 circle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF, floa
|
|||
return circle_color;
|
||||
}
|
||||
|
||||
#define tol_start 0.06 //skip tolerance
|
||||
#define tol_end 0.94 //1-tol_start
|
||||
#define tol_start 0.08 //skip tolerance
|
||||
#define tol_end 1-tol_start
|
||||
|
||||
vec3 ambi_pre_pass() {
|
||||
vec3 ambi_pre_pass(vec2 coords) {
|
||||
if (DO_TILT == 1.0)
|
||||
coords = tilt(coords, vIs_rotated, vec2(TILT_X, TILT_Y));
|
||||
|
||||
//Scale to the original aspect
|
||||
vec2 coords = get_scaled_coords(vTexCoord, global.FinalViewportSize, is_rotated());
|
||||
if (DO_GLOBAL_SHZO >0.5)
|
||||
coords = zoom(coords + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM );
|
||||
|
||||
if (DO_BEZEL==1.0) coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0);
|
||||
|
||||
//Skip coords in the rect "under the monitor"
|
||||
FragColor = vec4(0.0);
|
||||
|
||||
//First consider to skip the curved coords
|
||||
if (DO_CURVATURE == 1.0) {
|
||||
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0)) {
|
||||
vec2 coords_curved = Warp_fast(coords, vWarp_vexp, vWarp_arg2); // vec2 coords_curved = Warp(coords, GEOM_WARP_X, GEOM_WARP_Y);
|
||||
if ( ( (coords_curved.x > tol_start && coords_curved.x < 1.0 - tol_start ) && (coords_curved.y > tol_start && coords_curved.y < 1.0 - tol_start) ) &&
|
||||
!( (coords.x < - tol_start || coords.x > 1.0 + tol_start) || (coords.y < - tol_start || coords.y > 1.0 + tol_start) ) )
|
||||
//Skip coords in the rect "under the tube"
|
||||
if (coords.x > tol_start &&
|
||||
coords.x < tol_end &&
|
||||
coords.y > tol_start &&
|
||||
coords.y < tol_end)
|
||||
return vec3(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
//...next, the straight ones (needed even when curvature is due, because it returns particular values in the corners)
|
||||
//skip_pass = skip_pass && !( (coords.x < 0.0 -tol || coords.x > 1.0 +tol) || (coords.y < 0.0 -tol || coords.y > 1.0 +tol) );
|
||||
if (coords.x > tol_start && coords.x < tol_end && coords.y > tol_start && coords.y < tol_end) return vec3(0.0);
|
||||
|
||||
|
||||
//Finally, emulate leds.
|
||||
vec3 pixel_out = vec3(0.0);
|
||||
|
@ -147,10 +157,10 @@ vec3 ambi_step_rgb(vec3 s,vec3 d, vec3 mystep){
|
|||
}
|
||||
|
||||
|
||||
vec4 pixel_ambilight() {
|
||||
vec4 pixel_ambilight(vec2 local_pre_pass_coords) {
|
||||
|
||||
vec4 past_pixel_vec4 = texture(PastSampler, vTexCoord);
|
||||
vec3 present_pixel = ambi_pre_pass().rgb;
|
||||
vec3 present_pixel = ambi_pre_pass(local_pre_pass_coords).rgb;
|
||||
vec3 past_pixel = past_pixel_vec4.rgb;
|
||||
|
||||
float scene_change_remaining = past_pixel_vec4.a;
|
||||
|
@ -191,5 +201,5 @@ void main() {
|
|||
}
|
||||
|
||||
|
||||
FragColor = pixel_ambilight();
|
||||
FragColor = pixel_ambilight(pre_pass_coords);
|
||||
}
|
||||
|
|
|
@ -15,9 +15,16 @@ layout(location = 1) in vec2 TexCoord;
|
|||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out float lod;
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
|
||||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
|
||||
vTexCoord = TexCoord;
|
||||
|
||||
if (DO_GAME_GEOM_OVERRIDE > 0.5)
|
||||
vTexCoord = content_geom_override(vTexCoord, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
@ -56,7 +63,6 @@ float get_avglum() {
|
|||
* anything else: continuous sampling
|
||||
*/
|
||||
|
||||
|
||||
bool reduced_sampling_co =
|
||||
vTexCoord.x > 0.24 && vTexCoord.x < 0.26 &&
|
||||
vTexCoord.y > 0.24 && vTexCoord.y < 0.26 ;
|
||||
|
@ -97,12 +103,17 @@ void main() {
|
|||
//if (DO_AMBILIGHT == 1.0 || DO_BEZEL == 1.0 || DO_DYNZOOM == 1.0) {
|
||||
if ( DO_AMBILIGHT + DO_BEZEL + DO_DYNZOOM + DO_BLOOM == 0 ) return;
|
||||
|
||||
|
||||
vec4 pixel_out;
|
||||
pixel_out.a = get_avglum();
|
||||
if (DO_BEZEL + DO_BLOOM > 0.0) {
|
||||
//Create a small mipmap to be used to light the bezel corners.
|
||||
//Create a small mipmap to be used to light the bezel corners
|
||||
//and by the bloom pass to identify bright areas.
|
||||
pixel_out.rgb = textureLod(first_pass, vTexCoord, mip_lod).rgb;
|
||||
}
|
||||
|
||||
FragColor = pixel_out;
|
||||
|
||||
//FragColor = texture(first_pass, vTexCoord);
|
||||
|
||||
}
|
||||
|
|
|
@ -111,6 +111,7 @@
|
|||
#define VMASK_OVERWHITE params.VMASK_OVERWHITE
|
||||
#define VMASK_DARKLINE_SCALE params.VMASK_DARKLINE_SCALE
|
||||
#define VMASK_GAP params.VMASK_GAP
|
||||
#define VMASK_USE_DUMB global.VMASK_USE_DUMB
|
||||
#define VMASK_USE_GM params.VMASK_USE_GM
|
||||
#define DARKLINES_STRENGTH global.DARKLINES_STRENGTH
|
||||
#define DRKLN_OVERWHITE params.DRKLN_OVERWHITE
|
||||
|
@ -135,7 +136,7 @@
|
|||
#define SCANLINE_FLICKERING global.SCANLINE_FLICKERING
|
||||
#define SCANLINE_FLICKERING_POWER global.SCANLINE_FLICKERING_POWER
|
||||
#define SCANLINE_DISABLE_ON_INTERLACE global.SCANLINE_DISABLE_ON_INTERLACE
|
||||
#define SCANLINE_COMPENSATION global.SCANLINE_COMPENSATION
|
||||
#define SCANLINE_MINMAX_GAMMA global.SCANLINE_MINMAX_GAMMA
|
||||
#define SCANLINE_SM_TYPE global.SCANLINE_SM_TYPE
|
||||
#define SCANLINE_SM_STRENGTH global.SCANLINE_SM_STRENGTH
|
||||
#define SCANLINE_SM_VOFFSET global.SCANLINE_SM_VOFFSET
|
||||
|
@ -159,6 +160,7 @@
|
|||
#define DO_CURVATURE global.DO_CURVATURE
|
||||
#define GEOM_WARP_X global.GEOM_WARP_X
|
||||
#define GEOM_WARP_Y global.GEOM_WARP_Y
|
||||
#define GEOM_CUT_EARS global.GEOM_CUT_EARS
|
||||
#define GEOM_CORNER_SIZE global.GEOM_CORNER_SIZE
|
||||
#define GEOM_CORNER_SMOOTH global.GEOM_CORNER_SMOOTH
|
||||
|
||||
|
@ -171,12 +173,14 @@
|
|||
#define BEZEL_CON global.BEZEL_CON
|
||||
#define BEZEL_INNER_ZOOM global.BEZEL_INNER_ZOOM
|
||||
#define BEZEL_FRAME_ZOOM global.BEZEL_FRAME_ZOOM
|
||||
#define BEZEL_IMAGE_BORDER global.BEZEL_IMAGE_BORDER
|
||||
#define BEZEL_USE_STRAIGHT global.BEZEL_USE_STRAIGHT
|
||||
#define BEZEL_RFL_BLR_SHD global.BEZEL_RFL_BLR_SHD
|
||||
#define BEZEL_RFL_OFFSET global.BEZEL_RFL_OFFSET
|
||||
#define BEZEL_REFL_ZOOM global.BEZEL_REFL_ZOOM
|
||||
#define BEZEL_RFL_ZOOM global.BEZEL_RFL_ZOOM
|
||||
#define BEZEL_REFL_STRENGTH global.BEZEL_REFL_STRENGTH
|
||||
#define BEZEL_SPCL_STRENGTH global.BEZEL_SPCL_STRENGTH
|
||||
#define BEZEL_DIFFUSION_STR global.BEZEL_DIFFUSION_STR
|
||||
#define BEZEL_CORNER_DARK global.BEZEL_CORNER_DARK
|
||||
#define BEZEL_ROUGHNESS global.BEZEL_ROUGHNESS
|
||||
|
||||
#define DO_SPOT global.DO_SPOT
|
||||
#define S_POSITION global.S_POSITION
|
||||
|
@ -198,6 +202,12 @@
|
|||
#define BG_IMAGE_ZOOM global.BG_IMAGE_ZOOM
|
||||
#define BG_IMAGE_ROTATION global.BG_IMAGE_ROTATION
|
||||
#define BG_IMAGE_WRAP_MODE global.BG_IMAGE_WRAP_MODE
|
||||
#define BG_IMAGE_NIGHTIFY global.BG_IMAGE_NIGHTIFY
|
||||
|
||||
#define DO_BACKDROP global. DO_BACKDROP
|
||||
#define BACKDROP_OFFX global.BACKDROP_OFFX
|
||||
#define BACKDROP_OFFY global.BACKDROP_OFFY
|
||||
#define BACKDROP_ZOOM global.BACKDROP_ZOOM
|
||||
|
||||
|
||||
#define DO_AMBILIGHT global.DO_AMBILIGHT
|
||||
|
@ -205,16 +215,19 @@
|
|||
#define AMBI_FALLOFF global.AMBI_FALLOFF
|
||||
#define AMBI_POWER global.AMBI_POWER
|
||||
#define AMBI_OVER_BEZEL global.AMBI_OVER_BEZEL
|
||||
#define AMBI_OVER_BEZEL_SIZE global.AMBI_OVER_BEZEL_SIZE
|
||||
#define AMBI_BG_IMAGE_BLEND_MODE global.AMBI_BG_IMAGE_BLEND_MODE
|
||||
#define AMBI_BG_IMAGE_FORCE global.AMBI_BG_IMAGE_FORCE
|
||||
|
||||
//Global aspect ratio related
|
||||
#define ASPECT_X global.ASPECT_X
|
||||
#define ASPECT_Y global.ASPECT_Y
|
||||
|
||||
|
||||
|
||||
#define DO_DYNZOOM global.DO_DYNZOOM
|
||||
#define DYNZOOM_FACTOR global.DYNZOOM_FACTOR
|
||||
|
||||
|
||||
|
||||
#define DO_ALT_BLANK global.DO_ALT_BLANK
|
||||
#define ALT_BLANK_STRENGTH global.ALT_BLANK_STRENGTH
|
||||
#define ALT_BLANK_PERIOD global.ALT_BLANK_PERIOD
|
||||
|
@ -224,3 +237,18 @@
|
|||
#define GLOBAL_ZOOM global.GLOBAL_ZOOM
|
||||
#define GLOBAL_OFFX global.GLOBAL_OFFX
|
||||
#define GLOBAL_OFFY global.GLOBAL_OFFY
|
||||
|
||||
|
||||
#define DO_GAME_GEOM_OVERRIDE global.DO_GAME_GEOM_OVERRIDE
|
||||
#define GAME_GEOM_INT_SCALE global.GAME_GEOM_INT_SCALE
|
||||
#define GAME_GEOM_INT_SCALE_MAX global.GAME_GEOM_INT_SCALE_MAX
|
||||
#define GAME_GEOM_ASPECT global.GAME_GEOM_ASPECT
|
||||
#define GAME_GEOM_VSHIFT global.GAME_GEOM_VSHIFT
|
||||
#define GAME_GEOM_HSHIFT global.GAME_GEOM_HSHIFT
|
||||
#define GAME_GEOM_ZOOM global.GAME_GEOM_ZOOM
|
||||
|
||||
#define DO_TILT global.DO_TILT
|
||||
#define TILT_X global.TILT_X
|
||||
#define TILT_Y global.TILT_Y
|
||||
#define TILT_FOV global.TILT_FOV
|
||||
#define TILT_BEZEL_K global.TILT_BEZEL_K
|
||||
|
|
|
@ -1,29 +1,60 @@
|
|||
|
||||
// BEZEL STATIC CONFIG ##############################################################################################
|
||||
|
||||
// Uncomment this to improve bezel downscaling.
|
||||
// If you are using standard bezel, leave commented to gain performance.
|
||||
//#define STATIC_BEZEL_USE_MIPMAP 1.0
|
||||
|
||||
//Consider content interlaced if lines are more than this
|
||||
#define MIN_LINES_INTERLACED 380
|
||||
//This is used to skip calculations in the reflection blur code.
|
||||
//set it to minimum value that allows you to see reflection entirely
|
||||
#define BEZEL_REFL_SKIP_SIZE 0.08
|
||||
|
||||
//Sort of dithering/debanding used in vignette, spot, backlight leds
|
||||
#define NOISEPOWER 1/192.0
|
||||
//((params.OutputSize.z)*3)
|
||||
//This is the size (in 0..1 range) of the bezel texture that does
|
||||
//not include the center tube, including reflection area, and the shadow.
|
||||
//It is actually used to skip drawing game content under the bezel or
|
||||
//over its shadow.
|
||||
//Set it to the maximum size as long as you see the full game content
|
||||
//in the bezel.
|
||||
#define BEZEL_BORDER_SIZE vec2(0.07, 0.07)
|
||||
|
||||
//If you change the default bezel texture, you may have to edit this to
|
||||
//align bezel reflections and game content. (it seems to depend on the curvature amount)
|
||||
#define BEZEL_BORDER_SIZE 0.197
|
||||
//This is the blank area or shadow size (one side, in percent) at the sides of the bezel as defined by the bezel texture
|
||||
//BEZEL_SHADOW_SIZE = max shadow or blank side size / bezel_texture_size.
|
||||
//It is used to skip drawing bg/fg or ambient light over the tube, set it to a value that allow for them to be
|
||||
//shown over the bezel blank/shadowed sides but not on the tube (ie: value too big)
|
||||
#define BEZEL_SHADOW_SIZE 0.06
|
||||
|
||||
//to speedup things, bezel rende logic can be completely skipped in the inner tube, if we
|
||||
//already know it is completely transparent.
|
||||
//Set the following to the maximum value that allow you to see
|
||||
//bezel borders and, if present in the source bezel texture, inner content/border shades
|
||||
#define BEZEL_TUBE_BLANK_SIZE 0.88
|
||||
|
||||
//In the second reflection pass, the coordinates are zoomedout by the
|
||||
//BEZEL_REFL_ZOOMOUT_ROOM so that the image is mirrored-repeated by retroarch.
|
||||
//they are adjusted by an inverse amount in final pass to align them
|
||||
//lowering this value makes more room for reflections, but this steals
|
||||
//pixels for reflection resolution, so make it higher as possible as
|
||||
//long as you can see the reflections on the reflective area without
|
||||
//them blanking or repeating.
|
||||
//Modifying it require you to tweak BEZEL_REFL_CORNER_BLANK_SIZE too.
|
||||
#define BEZEL_REFL_ZOOMOUT_ROOM 0.8
|
||||
|
||||
//The maximum radius of the reflection blur. //3.3..4.0 max
|
||||
#define BEZEL_REFL_BLUR_MAX 4.0
|
||||
|
||||
// Define the size and the smoothness of the rectangle
|
||||
// in the bezel corners that will hide and blur the reflections
|
||||
#define BEZEL_REFL_CORNER_BLANK_SIZE 0.0685
|
||||
#define BEZEL_REFL_CORNER_BLANK_SHADE 0.05 // keep it > 0.0
|
||||
#define BEZEL_REFL_CORNER_BLANK_SIZE 0.091
|
||||
#define BEZEL_REFL_CORNER_BLANK_SHADE 0.055 // keep it > 0.0
|
||||
|
||||
//Bezel reflection warping (curvature) may need a correction factor.
|
||||
//Modify this if bezel reflections does not follow the border
|
||||
#define BEZEL_REFL_WARP_CORRECTION_FACTOR 1.9
|
||||
|
||||
//When colorizing the bezel via ambient light, it is possible to choose where
|
||||
//the colorization ends. depending on the bezel texture/lut used, the following
|
||||
//parameter wil allow to colorize top/bottom and left/right border with the
|
||||
//same shade amount.
|
||||
#define AMBI_OVER_BEZEL_AR_CORRECTION 0.98
|
||||
|
||||
|
||||
|
||||
// AMBIENT LIGHT STATIC CONFIG ##########################################################################################
|
||||
|
||||
// 0.0-1.0: sensitivity to scene change (ambilike stuff), 0.0 changes more
|
||||
#define AMBI_SCENE_CHG_THRSHLD 0.07
|
||||
|
@ -39,6 +70,14 @@
|
|||
//#define AMBI_FAST_STEP 0.125
|
||||
#define AMBI_FAST_STEP 0.25
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// GLOW STATIC CONFIG ##########################################################################################
|
||||
|
||||
//Setting the glow/halo sharpness parameter to this
|
||||
//will skip the blurring phase and lowers the gpu use
|
||||
//Set this to the same value as used for the maximum
|
||||
|
@ -48,8 +87,7 @@
|
|||
//Minumum glow sharpness
|
||||
//I set this to allow negative values for glow sharpness
|
||||
//that will calc their values from light spread amount
|
||||
#define MIN_IN_GLOW_SHARP 0.5
|
||||
|
||||
#define MIN_IN_GLOW_SHARP 0.40
|
||||
//Setting glow to blur bias parameter to this
|
||||
//will skip the glow/blur mix codem and just return
|
||||
//the blurred image
|
||||
|
@ -69,11 +107,36 @@
|
|||
#define IN_GLOW_SHARPNESS_SPREAD_RATIO_H 2.0
|
||||
|
||||
|
||||
//Support for backdrops has to be enable by uncommenting:
|
||||
//#define STATIC_SUPPORT_BACKDROP 1.0
|
||||
#define BACKDROP_OFFX 0.0
|
||||
#define BACKDROP_OFFY 0.0
|
||||
#define BACKDROP_ZOOM 1.0
|
||||
|
||||
|
||||
|
||||
// MISC STATIC CONFIG ##########################################################################################
|
||||
//Consider content interlaced if lines are more than this
|
||||
#define MIN_LINES_INTERLACED 380
|
||||
|
||||
//Static dithering applied over vignette and spot
|
||||
#define NOISEPOWER 5/1000.0
|
||||
//Temporal noise strength applied over ambient lights
|
||||
#define NOISEPOWER_AMBI_MUL 13/1000.0
|
||||
|
||||
|
||||
//Experimental alternating blanking feature has been disabled by default, you can enable it by
|
||||
//uncommenting the following line:
|
||||
//#define ALLOW_ALT_BLANK
|
||||
|
||||
//Should texture wrapping be allowed as a shader parameter?
|
||||
//since it causes branching, better set it as a static value.
|
||||
//#define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER
|
||||
|
||||
|
||||
//Gap size in pixel for 1X to 4X mask scaling:
|
||||
#define GAP_SIZE_PER_SCALE vec4(1.0, 1.0, 2.0, 2.0)
|
||||
|
||||
|
||||
// STATIC CONFIG ENDS HERE ##########################################################################################
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -126,6 +189,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
float DO_SCANLINES;
|
||||
float DO_IN_GLOW;
|
||||
float DO_VMASK_AND_DARKLINES ;
|
||||
float VMASK_USE_DUMB;
|
||||
float MASK_COMPENSATION ;
|
||||
float DO_HALO ;
|
||||
float DO_CCORRECTION;
|
||||
|
@ -168,7 +232,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
float SCANLINE_FLICKERING ; //2
|
||||
float SCANLINE_FLICKERING_POWER;
|
||||
float SCANLINE_DISABLE_ON_INTERLACE;
|
||||
float SCANLINE_COMPENSATION;
|
||||
float SCANLINE_MINMAX_GAMMA;
|
||||
float SCANLINE_SM_STRENGTH;
|
||||
float SCANLINE_SM_TYPE;
|
||||
float SCANLINE_SM_VOFFSET;
|
||||
|
@ -187,6 +251,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
|
||||
float GEOM_WARP_X;
|
||||
float GEOM_WARP_Y;
|
||||
float GEOM_CUT_EARS;
|
||||
float GEOM_CORNER_SIZE;
|
||||
float GEOM_CORNER_SMOOTH;
|
||||
|
||||
|
@ -196,13 +261,15 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
float BEZEL_B;
|
||||
float BEZEL_CON;
|
||||
float BEZEL_INNER_ZOOM;
|
||||
float BEZEL_IMAGE_BORDER;
|
||||
float BEZEL_FRAME_ZOOM;
|
||||
float BEZEL_USE_STRAIGHT;
|
||||
float BEZEL_RFL_BLR_SHD;
|
||||
float BEZEL_RFL_OFFSET;
|
||||
float BEZEL_REFL_ZOOM;
|
||||
float BEZEL_RFL_ZOOM;
|
||||
float BEZEL_REFL_STRENGTH;
|
||||
float BEZEL_DIFFUSION_STR;
|
||||
float BEZEL_SPCL_STRENGTH;
|
||||
float BEZEL_ROUGHNESS;
|
||||
float BEZEL_CORNER_DARK;
|
||||
|
||||
float DO_SPOT;
|
||||
float S_POSITION;
|
||||
|
@ -220,9 +287,13 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
float AMBI_FALLOFF;
|
||||
float AMBI_POWER;
|
||||
float AMBI_OVER_BEZEL;
|
||||
float AMBI_OVER_BEZEL_SIZE;
|
||||
float AMBI_STEPS;
|
||||
float AMBI_BG_IMAGE_BLEND_MODE;
|
||||
float AMBI_BG_IMAGE_FORCE;
|
||||
|
||||
float ASPECT_X;
|
||||
float ASPECT_Y;
|
||||
float AMBI_STEPS;
|
||||
|
||||
float DO_BG_IMAGE;
|
||||
float BG_IMAGE_OVER;
|
||||
|
@ -230,6 +301,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
float BG_IMAGE_OFFX;
|
||||
float BG_IMAGE_ZOOM;
|
||||
float BG_IMAGE_ROTATION;
|
||||
float BG_IMAGE_NIGHTIFY;
|
||||
float BG_IMAGE_WRAP_MODE;
|
||||
|
||||
float DO_SHIFT_RGB;
|
||||
|
@ -246,6 +318,25 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
float DO_RF_NOISE;
|
||||
float RF_NOISE_STRENGTH;
|
||||
|
||||
float DO_GAME_GEOM_OVERRIDE;
|
||||
float GAME_GEOM_INT_SCALE;
|
||||
float GAME_GEOM_INT_SCALE_MAX;
|
||||
float GAME_GEOM_ASPECT;
|
||||
float GAME_GEOM_VSHIFT;
|
||||
float GAME_GEOM_HSHIFT;
|
||||
float GAME_GEOM_ZOOM;
|
||||
|
||||
float DO_TILT;
|
||||
float TILT_X;
|
||||
float TILT_Y;
|
||||
float TILT_BEZEL_K;
|
||||
float TILT_FOV;
|
||||
|
||||
float DO_BACKDROP;
|
||||
float BACKDROP_OFFX;
|
||||
float BACKDROP_OFFY;
|
||||
float BACKDROP_ZOOM;
|
||||
|
||||
} global;
|
||||
|
||||
// Color correction
|
||||
|
@ -255,7 +346,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
#pragma parameter CONTRAST " Contrast in (0.0=off)" 0.0 -1.0 1.0 0.01
|
||||
#pragma parameter BRIGHTNESS " Brightness in (0.0=off)" 0.0 -1.0 1.0 0.01
|
||||
#pragma parameter TEMPERATURE " Temperature in (6500=off)" 6500.0 3000 10000.0 50.0
|
||||
#pragma parameter GAMMA_OUT " Gamma out" 0.69 0.1 9.0 0.025
|
||||
#pragma parameter GAMMA_OUT " Gamma out" 0.69 0.1 4.0 0.01
|
||||
#pragma parameter BLANK1 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
||||
|
@ -297,7 +388,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
|
||||
|
||||
//Offset RGB
|
||||
#pragma parameter DO_SHIFT_RGB "★ RGB deconvergence enable? (bad with FXAA) ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter DO_SHIFT_RGB "★ Deconvergence enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter OFFSET_STRENGTH " Strength" 0.6 0.0 1.0 0.05
|
||||
#pragma parameter SHIFT_R " Red offset" -40.0 -210.0 189.0 1
|
||||
#pragma parameter SHIFT_G " Green offset" 2.0 -210.0 189.0 1
|
||||
|
@ -314,25 +405,26 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
#pragma parameter IN_GLOW_W " Sharpness X (0 = controlled by glow spread)" 2.5 0.0 7.0 0.05
|
||||
#pragma parameter IN_GLOW_H " Sharpness Y (0 = controlled by glow spread)" 2.5 0.0 7.0 0.05
|
||||
#pragma parameter IN_GLOW_BIAS " Glow to blur bias" 1.0 0.0 1.0 0.05
|
||||
#pragma parameter IN_GLOW_NTSC_ARTF_MULT " Blur NTSC artifacts more" 0.0 0.0 8.0 0.1
|
||||
#pragma parameter IN_GLOW_NTSC_ARTF_TRSH " Blur less NTSC artifacts (min treshold)" 1.0 0.0 1.0 0.05
|
||||
#pragma parameter IN_GLOW_NTSC_ARTF_MULT " Blur NTSC artifacts more" 0.0 0.0 8.0 0.01
|
||||
#pragma parameter IN_GLOW_NTSC_ARTF_TRSH " Blur less NTSC artifacts (min treshold)" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter IN_GLOW_SHOW_ARTF_MASK " Show NTSC artifacts mask (debug)" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BLANK7 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
||||
|
||||
// Mask
|
||||
#pragma parameter DO_VMASK_AND_DARKLINES "★ RGB Masks and/or Darklines enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter DO_VMASK_AND_DARKLINES "★ Masks and/or Darklines enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter MASK_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.05
|
||||
#pragma parameter VMASK_DARKLINE_SCALE " (HiDPI) Vmask and Darklines multiplier" 1.0 1.0 4.0 1.0
|
||||
#pragma parameter RGB_MASK_STRENGTH " RGB Mask Strength (0.0 to disable)" 0.75 0.0 1.0 0.05
|
||||
#pragma parameter VMASK_USE_GM " . (LoDPI) Green,Magenta -> BGR" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter VMASK_GAP " . Horizontal Gap between triads:" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter VMASK_USE_GM " . Use LoDPI Green,Magenta -> RGB" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter VMASK_GAP " . Horizontal Gap between triads" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter VMASK_USE_DUMB " . Just draw gap" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter VMASK_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05
|
||||
|
||||
#pragma parameter DARKLINES_STRENGTH " Darklines strength (0.0 to disable)" 0.65 0.0 1.0 0.05
|
||||
#pragma parameter DARKLINES_VOFFSET " . Offset" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter DARKLINES_PERIOD " . Height" 2.0 2.0 16.0 2.0
|
||||
#pragma parameter DARKLINES_PERIOD " . Height" 2.0 2.0 16.0 1.0
|
||||
#pragma parameter DRKLN_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05
|
||||
#pragma parameter BLANK9 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
@ -351,22 +443,22 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
|
||||
// Scanlines
|
||||
#pragma parameter DO_SCANLINES "★ Scanlines enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter SCANLINE_MIN " Minimum height" 1.0 0.05 1.0 0.05
|
||||
#pragma parameter SCANLINE_MAX " Maximum height" 1.0 0.05 25.0 0.1
|
||||
#pragma parameter SCANLINE_MIN " Minimum height" 1.0 0.01 1.0 0.01
|
||||
#pragma parameter SCANLINE_MAX " Maximum height" 0.5 0.05 1.0 0.01
|
||||
#pragma parameter SCANLINE_MINMAX_GAMMA " Min->Max inertia" 1.0 0.0 4.0 0.1
|
||||
#pragma parameter SCANLINE_DARK " Gap brightness" 0.0 -0.5 1.0 0.05
|
||||
#pragma parameter SCANLINE_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.1
|
||||
#pragma parameter SCANLINES_BLEEDING " Scanlines bleeding" 0.0 0.0 3.0 0.05
|
||||
#pragma parameter SCANLINE_FLICKERING " Interlace Flicker (0=off,1=on,2=if interlaced)" 2.0 0.0 2.0 1.0
|
||||
#pragma parameter SCANLINE_FLICKERING_POWER " Interlace Flicker power" 0.75 0.0 4.0 0.1
|
||||
#pragma parameter SCANLINE_FLICKERING_POWER " Interlace Flicker power" 0.25 0.0 8.0 0.01
|
||||
#pragma parameter SCANLINE_DISABLE_ON_INTERLACE " Disable on interlaced screen" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BLANK11 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
#pragma parameter SCANLINE_SM_TYPE " Slotmask type (disable (0) with darklines!)" 0.0 0.0 3.0 1.0
|
||||
#pragma parameter SCANLINE_SM_STRENGTH " . Slotmask strength (type 1 and 2 only)" 1.0 0.0 1.0 0.05
|
||||
#pragma parameter SCANLINE_SM_STRENGTH " . Slotmask strength" 1.0 0.0 1.0 0.05
|
||||
#pragma parameter SCANLINE_SM_VOFFSET " . Offset (type 1 only)" 45.0 0.0 158.0 1.0
|
||||
#pragma parameter BLANK12 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
//p1.20,r2.0
|
||||
|
||||
// Bloom
|
||||
#pragma parameter DO_BLOOM "★ Bloom enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BLOOM_MIX " Final mix, (0.0=off)" 0.45 0.0 1.0 0.01
|
||||
|
@ -384,9 +476,10 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
|
||||
|
||||
//Curvature parameters:
|
||||
#pragma parameter DO_CURVATURE "★ Curvature enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter DO_CURVATURE "★ Curvature/Border enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter GEOM_WARP_X " Warp X" 0.3 0.0 6.0 0.025
|
||||
#pragma parameter GEOM_WARP_Y " Warp Y" 0.0 0.0 6.0 0.025
|
||||
#pragma parameter GEOM_CUT_EARS " Cut curvature ears" 1.4 1.0 10.0 0.01
|
||||
#pragma parameter GEOM_CORNER_SIZE " Corner radius" 0.005 0.005 0.1 0.001
|
||||
#pragma parameter GEOM_CORNER_SMOOTH " Corner sharpness" 350.0 15.0 1000.0 1.0
|
||||
#pragma parameter BLANK14 " " 0.0 0.0 1.0 1.0
|
||||
|
@ -396,17 +489,19 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
//Bezel related
|
||||
#pragma parameter DO_BEZEL "★ Bezel enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BEZEL_USE_STRAIGHT " Straight" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BEZEL_R " Color: Red" -0.3 -0.5 0.5 0.01
|
||||
#pragma parameter BEZEL_G " Color: Green" -0.3 -0.5 0.5 0.01
|
||||
#pragma parameter BEZEL_B " Color: Blue" -0.3 -0.5 0.5 0.01
|
||||
#pragma parameter BEZEL_CON " Contrast" 1.3 0.0 10.0 0.01
|
||||
#pragma parameter BEZEL_INNER_ZOOM " Image zoom" -0.18 -1.5 0.5 0.005
|
||||
#pragma parameter BEZEL_INNER_ZOOM " Inner zoom (ignored if integer scaled)" -0.18 -1.5 0.5 0.005
|
||||
#pragma parameter BEZEL_FRAME_ZOOM " Frame zoom" 0.0 -1.5 0.5 0.005
|
||||
#pragma parameter BEZEL_IMAGE_BORDER " Image border" 1.01 1.0 1.2 0.01
|
||||
#pragma parameter BEZEL_REFL_STRENGTH " Reflection strength" 0.5 0.0 1.0 0.01
|
||||
#pragma parameter BEZEL_RFL_BLR_SHD " Sharp reflections" 0.0 -1.0 1.0 0.1
|
||||
#pragma parameter BEZEL_RFL_OFFSET " Align reflections: offset" 0.003 -0.01 0.01 0.001
|
||||
#pragma parameter BEZEL_REFL_ZOOM " Align reflections: zoom" 0.98 0.8 1.2 0.001
|
||||
#pragma parameter BEZEL_R " Color: Red" -0.3 -1.0 1.0 0.005
|
||||
#pragma parameter BEZEL_G " Color: Green" -0.3 -1.0 1.0 0.005
|
||||
#pragma parameter BEZEL_B " Color: Blue" -0.3 -1.0 1.0 0.005
|
||||
#pragma parameter BEZEL_CON " Contrast" 1.3 0.0 10.0 0.01
|
||||
#pragma parameter BEZEL_RFL_ZOOM " Reflections zoom" 0.0 -1.5 0.5 0.005
|
||||
#pragma parameter BEZEL_REFL_STRENGTH " Reflections strength" 0.5 0.0 1.0 0.01
|
||||
#pragma parameter BEZEL_RFL_BLR_SHD " Reflections sharpness" -0.0 -0.5 1.0 0.01
|
||||
#pragma parameter BEZEL_ROUGHNESS " Reflections roughness" 1.0 0.0 5.0 0.1
|
||||
#pragma parameter BEZEL_DIFFUSION_STR " Diffusion strength" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter BEZEL_SPCL_STRENGTH " Specularity strength" 0.5 0.0 3.0 0.05
|
||||
#pragma parameter BEZEL_CORNER_DARK " Darken corners" 0.8 0.0 1.0 0.05
|
||||
|
||||
|
||||
#pragma parameter BLANK15 " " 0.0 0.0 1.0 1.0
|
||||
|
@ -414,16 +509,24 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
|
||||
|
||||
//Background Image
|
||||
#pragma parameter DO_BG_IMAGE "★ Backgound image enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter DO_BG_IMAGE "★ Back/Foreground image enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter LABEL_WARNING1 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0
|
||||
#pragma parameter BG_IMAGE_OVER " Image over content (alpha channel driven)?" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BG_IMAGE_OFFX " Shift Image over X axis" 0.0 -1.0 1.0 0.0005
|
||||
#pragma parameter BG_IMAGE_OFFY " Shift Image over Y axis" 0.0 -1.0 1.0 0.0005
|
||||
#pragma parameter BG_IMAGE_ZOOM " Zoom Image" 1.0 -1.0 3.0 0.0005
|
||||
#pragma parameter BG_IMAGE_ROTATION " Rotate image mode (-1 for auto)" -1.0 -1.0 2.0 1.0
|
||||
#pragma parameter BG_IMAGE_NIGHTIFY " Nightify image" 0.0 0.0 1.0 0.1
|
||||
#pragma parameter LABEL_0101 " !NEXT FEATURE IS STATIC, SEE docs.md TO ENABLE" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BG_IMAGE_WRAP_MODE " Wrap mode: default, clamp to border, edge, repeat" 0.0 0.0 3.0 1.0
|
||||
#pragma parameter BLANK16 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
//Backdrop image
|
||||
#pragma parameter DO_BACKDROP "★ Backdrop mirrored image enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BACKDROP_OFFX " Shift backdrop over X axis" 0.0 -1.0 1.0 0.0005
|
||||
#pragma parameter BACKDROP_OFFY " Shift backdrop over X axis" 0.0 -1.0 1.0 0.0005
|
||||
#pragma parameter BACKDROP_ZOOM " Zoom backdrop" 1.0 -1.0 3.0 0.0005
|
||||
#pragma parameter BLANK161 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
||||
//Back leds
|
||||
|
@ -432,8 +535,11 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
#pragma parameter LABEL_WARNING3 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0
|
||||
#pragma parameter AMBI_STEPS " Slowness" 60.0 5.0 1000.0 5.0
|
||||
#pragma parameter AMBI_FALLOFF " Light Falloff" 0.7 0.1 3.0 0.01
|
||||
#pragma parameter AMBI_POWER " Led power" 1.5 1.0 7.0 0.05
|
||||
#pragma parameter AMBI_OVER_BEZEL " Colorize Bezel" 0.1 0.0 1.0 0.01
|
||||
#pragma parameter AMBI_POWER " Led power" 1.5 0.0 7.0 0.05
|
||||
#pragma parameter AMBI_OVER_BEZEL " Colorize Bezel" 0.5 0.0 5.0 0.05
|
||||
#pragma parameter AMBI_OVER_BEZEL_SIZE " Colorization size" 0.15 0.0 0.5 0.001
|
||||
#pragma parameter AMBI_BG_IMAGE_BLEND_MODE " Back/Foreground image alpha blend (0=mix, 1/check=add)" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter AMBI_BG_IMAGE_FORCE " Always colorize Back/Foreground image (add mode only) " 0.0 0.0 1.0 0.1
|
||||
#pragma parameter BLANK17 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
||||
|
@ -442,6 +548,7 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
//Modulate the image zooming depending on the image luminosity.
|
||||
//You can lower the effect power through the DYNZOOM_FACTOR parameter.
|
||||
#pragma parameter DO_DYNZOOM "★ Luminosity dependant zoom enable? ==>" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter LABEL_WARNING6 "⚠ Enabling this feature overrides integer scale" 1.0 1.0 1.0 1.0
|
||||
#pragma parameter DYNZOOM_FACTOR " Narrowness" 80.0 15.0 120.0 0.5
|
||||
#pragma parameter BLANK18 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
@ -460,16 +567,8 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
|
||||
|
||||
|
||||
// Alternative blanking
|
||||
#pragma parameter DO_ALT_BLANK "★ Alternate line blanking enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 0.0 1.0 0.1
|
||||
#pragma parameter ALT_BLANK_PERIOD " Blank lines period" 4.0 0.0 20.0 1.0
|
||||
#pragma parameter BLANK20 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
||||
|
||||
//Global Zoom/Offset
|
||||
#pragma parameter DO_GLOBAL_SHZO "★ Global shift/zoom" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter DO_GLOBAL_SHZO "★ Global shift/zoom enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter GLOBAL_OFFX " X axis shift " 0.0 -1.0 1.0 0.0005
|
||||
#pragma parameter GLOBAL_OFFY " Y axis shift " 0.0 -1.0 1.0 0.0005
|
||||
#pragma parameter GLOBAL_ZOOM " Zoom" 2.0 0.0 3.0 0.0005
|
||||
|
@ -490,6 +589,36 @@ layout(std140, set = 0, binding = 0) uniform UBO {
|
|||
#pragma parameter label_aspect_preset4 " (-4 = Megadrive 10/7)" 0.0 0.0 0.0 1.0
|
||||
#pragma parameter label_aspect_preset5 " (-5 = Uncorrected)" 0.0 0.0 0.0 1.0
|
||||
#pragma parameter label_aspect_preset6 " (-6 = MAME rotated/TATE 0.75)" 0.0 0.0 0.0 1.0
|
||||
#pragma parameter BLANK23 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
||||
|
||||
//Content geomerty overrides
|
||||
#pragma parameter DO_GAME_GEOM_OVERRIDE "★ Override content geometry enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter GAME_GEOM_INT_SCALE " Integer scale (disables inner zoom)" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter GAME_GEOM_INT_SCALE_MAX " Maximum integer scale" 10.0 1.0 100.0 1.0
|
||||
#pragma parameter LABEL_WARNING4 " ⚠ The following will override integer scale ⚠" 1.0 1.0 1.0 1.0
|
||||
#pragma parameter GAME_GEOM_ASPECT " Aspect (0 = unchanged)" 0.0 0.0 3.0 0.005
|
||||
#pragma parameter GAME_GEOM_VSHIFT " Vertical position" 0.0 -10.0 10.0 0.01
|
||||
#pragma parameter GAME_GEOM_HSHIFT " Horizontal position" 0.0 -10.0 10.0 0.01
|
||||
#pragma parameter GAME_GEOM_ZOOM " Zoom" 1.0 0.0 2.0 0.01
|
||||
#pragma parameter BLANK20 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
//Tilt
|
||||
#pragma parameter DO_TILT "★ Tilt enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter TILT_X " Tilt along X axis" 0.0 -0.5 0.5 0.01
|
||||
#pragma parameter TILT_Y " Tilt along Y axis" 0.0 -0.5 0.5 0.01
|
||||
#pragma parameter TILT_FOV " Fov" 0.7 0.1 1.5 0.05
|
||||
#pragma parameter TILT_BEZEL_K " Bezel multiplier" 1.0 0.0 1.5 0.01
|
||||
#pragma parameter BLANK_01 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
||||
// Alternative blanking, needs to be statically enabled, see docs.md.
|
||||
#pragma parameter DO_ALT_BLANK "★ Alternate line blanking enable? ==>" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter label_alt_blank " !THIS FEATURE IS STATIC, SEE docs.md TO ENABLE" 0.0 0.0 0.0 1.0
|
||||
#pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 -1.0 1.0 0.1
|
||||
#pragma parameter ALT_BLANK_PERIOD " Blank lines period" 4.0 1.0 30.0 1.0
|
||||
#pragma parameter BLANK_02 " " 0.0 0.0 1.0 1.0
|
||||
|
||||
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -4,7 +4,9 @@
|
|||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out float vDynamicSeed;
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
|
@ -12,11 +14,16 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
|
||||
//Generate a seed that changes over time for temporal random noise
|
||||
vDynamicSeed = mod(params.FrameCount, 120.0001);
|
||||
}
|
||||
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in float vDynamicSeed;
|
||||
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
@ -45,48 +52,65 @@ vec3 pixel_flickering() {
|
|||
* to see the effect (the lcd panel would just mix the pixels by itself (meh).
|
||||
*/
|
||||
|
||||
|
||||
vec3 pixel_cur = texture(Source,vTexCoord).rgb;
|
||||
float mymod = params.FrameCount % 3;
|
||||
|
||||
if (mymod == 0.0) return pixel_cur;
|
||||
float line_tick = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 1 : 2 ;
|
||||
|
||||
vec3 flickline;
|
||||
if (mymod == 1.0 )
|
||||
flickline = texture(Source, vTexCoord + vec2(0.0,params.OriginalSize.w/line_tick)).rgb;
|
||||
else if (mymod == 2.0)
|
||||
flickline = texture(Source, vTexCoord - vec2(0.0,params.OriginalSize.w/line_tick)).rgb;
|
||||
|
||||
float lumdiff = (flickline.r+flickline.g+flickline.b)/3.0 -
|
||||
(pixel_cur.r+pixel_cur.g+pixel_cur.b)/3.0;
|
||||
float lumdiff = abs(flickline.r + flickline.g + flickline.b - pixel_cur.r - pixel_cur.g - pixel_cur.b);
|
||||
|
||||
if (lumdiff > 0.0) {
|
||||
lumdiff = scale_to_range(lumdiff,0.0,SCANLINE_FLICKERING_POWER);
|
||||
lumdiff = min(lumdiff * SCANLINE_FLICKERING_POWER, 1.0);
|
||||
return mix(pixel_cur,flickline,lumdiff);
|
||||
} else {
|
||||
return pixel_cur;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
vec3 colorwheel(vec2 uv){
|
||||
float timeoffset = params.FrameCount / 120.0;
|
||||
vec2 uvc = -1.0 * ((2.0 * uv) - 1.0);
|
||||
float dist = length(uvc);
|
||||
float ang = (atan(uvc.y, uvc.x) + pi) / (2.0 * pi) - timeoffset;
|
||||
ang = mod(ang, 1.0);
|
||||
vec3 colHSV = vec3(ang, 1.0, dist);
|
||||
return hsv2rgb(colHSV);
|
||||
}
|
||||
|
||||
void debug() {
|
||||
//Just test patterns here
|
||||
vec3 pixel_debug;
|
||||
//Use one of the following to debug:
|
||||
//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/5.0))); //white fade
|
||||
|
||||
//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/20)),0.0,0.0); //red fade
|
||||
//pixel_debug=vec3(0.9);
|
||||
|
||||
pixel_debug=vec3(1.0);
|
||||
|
||||
//pixel_debug=vec3(0.0,1.0,0.0);
|
||||
|
||||
//pixel_debug=vec3(0.38,0.0,1.0)*vTexCoord.x;
|
||||
|
||||
//pixel_debug=vec3(vTexCoord.x); //H bw gradient
|
||||
pixel_debug=vec3(floor(vTexCoord.x*16)/16); //H bw gradient 16gray
|
||||
|
||||
//pixel_debug=vec3(floor(vTexCoord.x*16)/16); //H bw gradient 16gray
|
||||
|
||||
//pixel_debug=vec3(floor(vTexCoord.x*64)/64); //H bw gradient 64gray
|
||||
|
||||
//pixel_debug=vec3(floor(vTexCoord.x*128)/128); //H bw gradient 128gray
|
||||
|
||||
//pixel_debug=vec3(floor(vTexCoord.x*256)/256); //H bw gradient 256gray
|
||||
//pixel_debug=vec3(1,0,0,0)*floor(vTexCoord.x*64)/64; //H red gradient 64
|
||||
|
||||
//pixel_debug=vec3(1,0,0)*floor(vTexCoord.x*64)/64; //H red gradient 64
|
||||
|
||||
// float blink_time = 20;
|
||||
// if (mod(params.FrameCount,blink_time*2) < blink_time) pixel_debug=vec3(0.2) ; else pixel_debug=vec3(1.0);
|
||||
//FragColor = vec4(color_tools(pixel_debug).rgb,1.0);
|
||||
|
||||
//White circle, blinking
|
||||
/* float blink_time = 20;
|
||||
vec2 center = vTexCoord - vec2(0.5,0.5);
|
||||
|
@ -95,21 +119,13 @@ void debug() {
|
|||
pixel_debug *= float((mod(params.FrameCount,blink_time*2) < blink_time));
|
||||
*/
|
||||
|
||||
|
||||
//pixel_debug = colorwheel(vTexCoord);
|
||||
FragColor = vec4(pixel_debug,1.0);
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
/*vec4 pixel_debug=texture(Source,vTexCoord);
|
||||
float mymod = int(mod(vTexCoord.y * params.OutputSize.y , 2.0 )) ;
|
||||
pixel_debug.a *= float( (mymod != 0.0) ) ;
|
||||
FragColor = pixel_debug;
|
||||
return;
|
||||
*/
|
||||
|
||||
|
||||
//debug(); return;
|
||||
|
||||
/* since flickering code needs
|
||||
|
@ -120,8 +136,6 @@ void main() {
|
|||
and outside id when we dont.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
vec3 pixel_out;
|
||||
if (DO_SCANLINES == 0.0)
|
||||
pixel_out = texture(Source, vTexCoord).rgb;
|
||||
|
@ -134,7 +148,7 @@ void main() {
|
|||
|
||||
|
||||
if (DO_RF_NOISE > 0.0) {
|
||||
vec3 noise = vec3(random(RF_NOISE_STRENGTH, vTexCoord * params.FrameCount));
|
||||
vec3 noise = vec3(random_fast(RF_NOISE_STRENGTH, vTexCoord * vDynamicSeed));
|
||||
pixel_out += noise;
|
||||
}
|
||||
|
||||
|
|
|
@ -106,7 +106,9 @@ void main() {
|
|||
pixel_glowed = texture(shift_and_bleed_pass,vTexCoord).rgb * IN_GLOW_POWER; //(Source, IN_GLOW_POWER, IN_GLOW_GAMMA, vTexCoord) ;
|
||||
} else {
|
||||
pixel_glowed = blur9_y(Source, vTexCoord, params.SourceSize.xy, vIN_GLOW_H) * IN_GLOW_POWER;
|
||||
if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX && (IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) ) {
|
||||
if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX &&
|
||||
(IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) &&
|
||||
(IN_GLOW_SHOW_ARTF_MASK < 0.5) ) {
|
||||
pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
|
||||
//pixel_glowed = antialias_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
|
||||
}
|
||||
|
|
|
@ -1,3 +1,69 @@
|
|||
// mix_step returns a or b, depending on the mix value.
|
||||
// mix is supposed to have just 2 values, 1.0 or 0.0;
|
||||
vec2 mix_step(vec2 a, vec2 b, float mix){
|
||||
return (a * (1 - mix)) +
|
||||
(b * mix) ;
|
||||
}
|
||||
vec3 mix_step(vec3 a, vec3 b, float mix){
|
||||
return (a * (1 - mix)) +
|
||||
(b * mix) ;
|
||||
}
|
||||
vec4 mix_step(vec4 a, vec4 b, float mix){
|
||||
return (a * (1 - mix)) +
|
||||
(b * mix) ;
|
||||
}
|
||||
float mix_step(float a, float b, float mix){
|
||||
return (a * (1 - mix)) +
|
||||
(b * mix) ;
|
||||
}
|
||||
|
||||
|
||||
//REFLECTION RELATED START
|
||||
float circle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF) {
|
||||
//Draw a circle with smoothed borders:
|
||||
float fdistance=distance(middle, vec2(coords.x, coords.y));
|
||||
float circle = (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
|
||||
return circle;
|
||||
}
|
||||
|
||||
float square_smooth(vec2 co, vec2 corner, float size, float smoothshade) {
|
||||
//Draws a square with smooth borders:
|
||||
vec4 rect = vec4(corner.x, corner.y, corner.x+size, corner.y+size);
|
||||
vec2 hv = smoothstep(rect.xy - smoothshade, rect.xy, co) * smoothstep(co - smoothshade, co, rect.zw);
|
||||
return hv.x * hv.y;
|
||||
}
|
||||
|
||||
float corners_shade(vec2 co, float size_multiplier){
|
||||
//Draws 4 smooth squares or circles in the corners.
|
||||
//They are intended to modulate the blur radius and the strength of the reflection.
|
||||
|
||||
/*
|
||||
vec4 circles;
|
||||
float circle_radius = size; //0.13?
|
||||
float circle_falloff = smoothsize; //0.05?
|
||||
float circle_power =2.0;
|
||||
circles.x = circle_smooth(co, vec2(0.0,0.0), circle_radius, circle_falloff) * circle_power;
|
||||
circles.y = circle_smooth(co, vec2(0.0,1.0), circle_radius, circle_falloff) * circle_power;
|
||||
circles.z = circle_smooth(co, vec2(1.0,0.0), circle_radius, circle_falloff) * circle_power;
|
||||
circles.w = circle_smooth(co, vec2(1.0,1.0), circle_radius, circle_falloff) * circle_power;
|
||||
|
||||
float circle = max(max(max(circles.x, circles.y), circles.z), circles.w);
|
||||
circle = min(circle, 1.0);
|
||||
circle = 1-circle;
|
||||
|
||||
return circle;
|
||||
*/
|
||||
vec4 squares;
|
||||
float squaresize = BEZEL_REFL_CORNER_BLANK_SIZE * size_multiplier;
|
||||
float squarefade = BEZEL_REFL_CORNER_BLANK_SHADE * size_multiplier;
|
||||
//(vec2 co, vec2 corner, float size, float smoothshade) {
|
||||
squares.x = square_smooth(co, vec2(0.0,0.0), squaresize, squarefade);
|
||||
squares.y = square_smooth(co, vec2(1.0 - squaresize, 0.0), squaresize, squarefade);
|
||||
squares.z = square_smooth(co, vec2(0.0, 1-squaresize), squaresize, squarefade);
|
||||
squares.w = square_smooth(co, vec2(1-squaresize, 1-squaresize), squaresize, squarefade);
|
||||
return max(max(max(squares.x, squares.y), squares.z), squares.w);
|
||||
}
|
||||
//REFLECTION RELATED ENDS
|
||||
|
||||
|
||||
vec3 pixel_push_luminance(vec3 c, float strength) {
|
||||
|
@ -15,7 +81,7 @@ vec3 apply_fuzzy_main_pass(vec3 color) {
|
|||
if (DO_HALO == 1.0)
|
||||
color += pow(color,vec3(HALO_GAMMA))*HALO_POWER;
|
||||
if (DO_SCANLINES == 1.0)
|
||||
color *= mix(0.5 + (SCANLINE_DARK*0.5), 1.0, SCANLINE_COMPENSATION);
|
||||
color *= 0.5 + (SCANLINE_DARK*0.5);
|
||||
if (DO_CCORRECTION == 1.0)
|
||||
color = pow(color, vec3(GAMMA_OUT));
|
||||
if (DO_VIGNETTE == 1.0)
|
||||
|
@ -24,6 +90,7 @@ vec3 apply_fuzzy_main_pass(vec3 color) {
|
|||
}
|
||||
|
||||
|
||||
|
||||
vec2 offsets_from_float(float in_param, int range){
|
||||
return vec2(
|
||||
(int(in_param) % range) - range*0.5,
|
||||
|
@ -58,12 +125,21 @@ vec2 zoom(vec2 in_coords, float zoom_factor) {
|
|||
return (in_coords/zoom_factor)-off;
|
||||
}
|
||||
|
||||
float zoom1D(float in_coord, float zoom_factor) {
|
||||
float off = 1.0/(zoom_factor*2.0) - 0.5;
|
||||
return (in_coord/zoom_factor)-off;
|
||||
}
|
||||
|
||||
vec2 zoomxy(vec2 in_coords, vec2 zoom_factor) {
|
||||
vec2 off = 1.0/(zoom_factor*2.0) - 0.5;
|
||||
return (in_coords/zoom_factor)-off;
|
||||
}
|
||||
|
||||
vec2 zoomout_coords(vec2 in_coords, float zoom_out, float aspect) {
|
||||
// to convert to standard zoom:
|
||||
// zoomout_coords(x) = zoom( 1/(x+1) );
|
||||
|
||||
|
||||
vec2 zoom = vec2( 1 + zoom_out,
|
||||
1 + (zoom_out * aspect)
|
||||
);
|
||||
|
@ -97,8 +173,25 @@ vec2 scale_to_range_vec2(vec2 x, float dmin, float dmax) {
|
|||
return ( (dmax-dmin) * x ) + dmin;
|
||||
}
|
||||
|
||||
#define RND_A 12.9898
|
||||
#define RND_B 78.233
|
||||
float map_range(float value, float min_in, float max_in, float min_out, float max_out) {
|
||||
//Scales value in [min_in - max_in] to [min_out - max_out]
|
||||
return min_out + (value - min_in) * (max_out - min_out) / (max_in - min_in);
|
||||
}
|
||||
|
||||
|
||||
vec3 apply_contrast_brightness(vec3 c, float contrast, float brightness) {
|
||||
return scale_to_range_vec3(c, -contrast, 1+contrast) + brightness;
|
||||
}
|
||||
|
||||
float apply_contrast_brightness(float c, float contrast, float brightness) {
|
||||
return scale_to_range(c, -contrast, 1+contrast) + brightness;
|
||||
}
|
||||
|
||||
float round_step(float f, float p) {
|
||||
return floor(f*p)/p;
|
||||
}
|
||||
|
||||
#define VEC2_RND_A_B vec2(12.9898, 78.233)
|
||||
#define RND_C 43758.5453
|
||||
|
||||
float random(float power, vec2 seed) {
|
||||
|
@ -106,27 +199,36 @@ float random(float power, vec2 seed) {
|
|||
//https://github.com/svofski/CRT
|
||||
//Copyright (c) 2016, Viacheslav Slavinsky
|
||||
//All rights reserved.
|
||||
float dt = dot(seed.xy, vec2(RND_A, RND_B));
|
||||
float dt = dot(seed.xy, VEC2_RND_A_B);
|
||||
float sn = mod(dt,3.14);
|
||||
|
||||
float noise_out = fract(sin(sn) * RND_C);
|
||||
//noise_out = clamp(noise_out, -power, power);
|
||||
|
||||
noise_out = scale_to_range(noise_out, -power, power);
|
||||
return noise_out;
|
||||
}
|
||||
|
||||
//The following produces weird results when with dynamic seed like framecount.
|
||||
float random_fast(float power, vec2 seed) {
|
||||
float noise_out = fract(sin(dot(seed.xy, VEC2_RND_A_B)) * RND_C);
|
||||
noise_out = scale_to_range(noise_out, -power, power);
|
||||
return noise_out;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//CURVATURE
|
||||
#define corner_aspect vec2(1.0, 0.75)
|
||||
float fn_border(vec2 coord) {
|
||||
coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
|
||||
coord = min(coord, vec2(1.0) - coord) * corner_aspect;
|
||||
vec2 cdist = vec2(GEOM_CORNER_SIZE);
|
||||
coord = (cdist - min(coord, cdist));
|
||||
float dist = sqrt(dot(coord, coord));
|
||||
return clamp((cdist.x - dist)*GEOM_CORNER_SMOOTH, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float border(vec2 coord) {
|
||||
//if (GEOM_CORNER_SIZE < 0.02) {
|
||||
/*float fout = float(coord.x > 0.0 &&
|
||||
coord.y > 0.0 &&
|
||||
coord.x < 1.0 &&
|
||||
coord.y < 1.0
|
||||
);
|
||||
return fout;
|
||||
//}*/
|
||||
coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
|
||||
coord = min(coord, vec2(1.0) - coord) * corner_aspect;
|
||||
vec2 cdist = vec2(GEOM_CORNER_SIZE);
|
||||
|
@ -151,7 +253,9 @@ float random(float power, vec2 seed) {
|
|||
// Transform coordinates to range [-1, 1]
|
||||
uv = uv * 2.0 - 1.0;
|
||||
vec2 pow_exp = 1.0/(1.0+vec2(wx, wy) * 0.2 ) ;
|
||||
float curvedCoordsDistance = length(uv);
|
||||
//float curvedCoordsDistance = length(uv);
|
||||
float curvedCoordsDistance = sqrt(uv.x*uv.x+uv.y*uv.y);
|
||||
curvedCoordsDistance = clamp(curvedCoordsDistance, 0.0, 1.4142);
|
||||
vec2 pow_base = vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097));
|
||||
pow_base = abs(pow_base); // <-- this way intel and nvidia (probably amd) acts the same.
|
||||
uv /= curvedCoordsDistance;
|
||||
|
@ -161,14 +265,44 @@ float random(float power, vec2 seed) {
|
|||
return uv* 0.5 + 0.5;
|
||||
}
|
||||
|
||||
vec2 Warp_fast(vec2 uv, vec2 v_exp, vec2 arg2) {
|
||||
|
||||
|
||||
vec2 Warp_try(vec2 pos, float warpX, float warpY) {
|
||||
|
||||
/* float dist = length(pos-vec2(0.5))*10;
|
||||
float c = 1 - clamp(dist, 0.0,1.0);
|
||||
pos=zoom(pos, c);
|
||||
return pos;
|
||||
|
||||
pos=zoom(pos, 1.006);
|
||||
*/
|
||||
float k=0.5; //0.1
|
||||
warpX*=k;
|
||||
warpY*=k;
|
||||
|
||||
//pos.x=zoom1D(pos.x, 1+warpX*0.16);
|
||||
float powexp = 1.8;
|
||||
pos = pos*2.0-1.0;
|
||||
pos *= vec2(1.0 + pow(pos.y, powexp)*warpX, 1.0 + pow(pos.x, powexp)*warpY);
|
||||
|
||||
return pos*0.5 + 0.5;
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
vec2 Warp_fast(vec2 uv, vec2 v_exp, vec2 arg2, float cut_ears) {
|
||||
/*This version is exact and faster than the other implementation,
|
||||
* Just because it needs precalculed arguments that can live in
|
||||
* vertex shader
|
||||
*/
|
||||
// Transform coordinates to range [-1, 1]
|
||||
uv = uv * 2.0 - 1.0;
|
||||
float curvedCoordsDistance = length(uv);
|
||||
//float curvedCoordsDistance = length(uv);
|
||||
|
||||
float curvedCoordsDistance = sqrt(uv.x*uv.x+uv.y*uv.y);
|
||||
curvedCoordsDistance = min(curvedCoordsDistance, cut_ears);
|
||||
vec2 pow_base = vec2(1.0-(curvedCoordsDistance/1.4142));
|
||||
pow_base = abs(pow_base); // <-- this way intel and nvidia (probably amd) acts the same.
|
||||
uv /= curvedCoordsDistance;
|
||||
|
@ -203,7 +337,7 @@ float random(float power, vec2 seed) {
|
|||
#ifdef STATIC_SUPPORT_BACKDROP
|
||||
return true;
|
||||
#else
|
||||
return (DO_AMBILIGHT + DO_BG_IMAGE > 0.0);
|
||||
return (DO_AMBILIGHT + DO_BG_IMAGE + DO_BACKDROP > 0.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -286,6 +420,70 @@ float random(float power, vec2 seed) {
|
|||
return scale_coord;
|
||||
}
|
||||
|
||||
vec2 integer_scale(vec2 in_coords, float target_aspect, bool is_rotated) {
|
||||
vec2 izoom;
|
||||
|
||||
float raw_in_aspect = params.OriginalSize.x/params.OriginalSize.y;
|
||||
float adapted_aspect = target_aspect /raw_in_aspect;
|
||||
in_coords.x = zoom1D(in_coords.x, adapted_aspect);
|
||||
|
||||
if (!is_rotated) {
|
||||
//This is 1X integer zoom:
|
||||
izoom = params.OriginalSize.xy / global.FinalViewportSize.xy;
|
||||
//Find the maximum zoom allowed
|
||||
float int_zoom = floor(global.FinalViewportSize.y / params.OriginalSize.y );
|
||||
int_zoom = clamp(int_zoom, 1.0, GAME_GEOM_INT_SCALE_MAX);
|
||||
izoom *= int_zoom;
|
||||
} else {
|
||||
izoom = params.OriginalSize.xy / global.FinalViewportSize.yx;
|
||||
float int_zoom = floor(global.FinalViewportSize.y / (params.OriginalSize.x*adapted_aspect) );
|
||||
int_zoom = clamp(int_zoom, 1.0, GAME_GEOM_INT_SCALE_MAX);
|
||||
izoom *= int_zoom;
|
||||
}
|
||||
return zoomxy(in_coords, izoom);
|
||||
}
|
||||
|
||||
float get_BEZEL_INNER_ZOOM() {
|
||||
/*if (GAME_GEOM_INT_SCALE == 1.0 && DO_GAME_GEOM_OVERRIDE == 1.0)
|
||||
return 0.0;
|
||||
else
|
||||
return BEZEL_INNER_ZOOM;
|
||||
*/
|
||||
//unbranched versions:
|
||||
return BEZEL_INNER_ZOOM * (1 - DO_GAME_GEOM_OVERRIDE * GAME_GEOM_INT_SCALE);
|
||||
|
||||
//117.2
|
||||
//return BEZEL_INNER_ZOOM * float( GAME_GEOM_INT_SCALE != 1.0 || DO_GAME_GEOM_OVERRIDE != 1.0 );
|
||||
}
|
||||
|
||||
bool do_integer_scale() {
|
||||
return DO_GAME_GEOM_OVERRIDE == 1.0 && GAME_GEOM_INT_SCALE == 1.0;
|
||||
}
|
||||
|
||||
|
||||
vec2 content_geom_override(vec2 co, float aspect, float in_aspect, float vshift, float hshift, float out_zoom){
|
||||
//Aspect
|
||||
//float bUse_original_aspect = float(aspect < 0.01);
|
||||
float bUse_custom_aspect = step(0.01, aspect);
|
||||
|
||||
float scale_y;
|
||||
/*if (aspect > 0.01)
|
||||
scale_y = aspect/in_aspect;
|
||||
else
|
||||
scale_y = 1.0;
|
||||
*/
|
||||
//Unbranched previous:
|
||||
scale_y = mix_step(1.0, aspect/in_aspect, bUse_custom_aspect );
|
||||
|
||||
float offset_y = (0.5 * scale_y ) - 0.5 ;
|
||||
co.y = co.y*scale_y - offset_y;
|
||||
//shift
|
||||
co.y -= vshift/10.0;
|
||||
co.x -= hshift/10.0;
|
||||
//zoom
|
||||
return zoom(co, out_zoom);
|
||||
}
|
||||
|
||||
//Blur/Glow
|
||||
vec3 glow_dumb(sampler2D in_texture, float glow_power, float gamma, vec2 coords) {
|
||||
return pow( texture(in_texture, coords).rgb, vec3(gamma) ) * glow_power;
|
||||
|
@ -419,6 +617,65 @@ float rgb_to_gray(vec3 rgb) {
|
|||
}
|
||||
*/
|
||||
|
||||
|
||||
vec3 hsv2rgb(vec3 c){
|
||||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
#define eps10 1.0e-10
|
||||
vec3 rgb2hsv(vec3 c){
|
||||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
float d = q.x - min(q.w, q.y);
|
||||
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps10)), d / (q.x + eps10), q.x);
|
||||
}
|
||||
|
||||
float get_dyn_zoom(sampler2D tex) {
|
||||
return 1.0 + (texture(tex, vec2(0.75,0.75) ).a/ DYNZOOM_FACTOR) ;
|
||||
}
|
||||
|
||||
|
||||
vec2 tilt(vec2 co, float is_rotated, vec2 tilt) {
|
||||
|
||||
vec2 r_tilt = vec2( mix_step(tilt.x, tilt.y, is_rotated),
|
||||
mix_step(tilt.y, -tilt.x, is_rotated)
|
||||
);
|
||||
|
||||
vec2 tilt_min = 1 - r_tilt;
|
||||
vec2 tilt_max = 1 + r_tilt;
|
||||
|
||||
// X Tilt
|
||||
float tilt_x_range = scale_to_range(co.y, tilt_min.x, tilt_max.x);
|
||||
co = vec2( zoom1D(co.x, tilt_x_range),
|
||||
zoom1D(co.y, tilt_x_range)
|
||||
);
|
||||
|
||||
// Y Tilt
|
||||
float tilt_y_range = scale_to_range(co.x, tilt_min.y, tilt_max.y);
|
||||
co = vec2( zoom1D(co.x, tilt_y_range),
|
||||
zoom1D(co.y, tilt_y_range)
|
||||
);
|
||||
|
||||
// Aply FOV;
|
||||
vec2 fov = mix(vec2(1.0), vec2(TILT_FOV), abs( tilt.xy ));
|
||||
co = zoomxy(co, mix_step(fov.yx, fov.xy, is_rotated));
|
||||
|
||||
co.xy += mix_step(tilt.yx, -tilt.xy, is_rotated) * 0.4;
|
||||
|
||||
return co;
|
||||
|
||||
}
|
||||
|
||||
bool is_first_outside_rect(vec2 point, vec4 rect) {
|
||||
return (point.x < rect.x || point.x > rect.z ||
|
||||
point.y < rect.y || point.y > rect.w) ;
|
||||
}
|
||||
|
||||
bool is_first_inside_rect(vec2 point, vec4 rect) {
|
||||
return (point.x >= rect.x && point.x < rect.z &&
|
||||
point.y >= rect.y && point.y < rect.w) ;
|
||||
}
|
||||
|
|
|
@ -98,6 +98,7 @@ layout(location = 4) in float vNTSC_weights[NTSC_FILTER_WIDTH_MAX];
|
|||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
//layout(set = 0, binding = 3) uniform sampler2D ntsc_passFeedback;
|
||||
|
||||
|
||||
// Colorspace conversion matrix for YIQ-to-RGB
|
||||
|
@ -111,17 +112,6 @@ const mat3 RGB2YIQ = mat3(
|
|||
0.1140, -0.3216, 0.3114);
|
||||
|
||||
|
||||
|
||||
#define eps10 1.0e-10
|
||||
vec3 rgb2hsv(vec3 c){
|
||||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
float d = q.x - min(q.w, q.y);
|
||||
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps10)), d / (q.x + eps10), q.x);
|
||||
}
|
||||
|
||||
#define pi10 pi*10
|
||||
#define PHASE_SHIFT_FOR_BLUR_K pi/3
|
||||
vec4 ntscdec(vec2 uv) {
|
||||
|
@ -160,8 +150,10 @@ vec4 ntscdec(vec2 uv) {
|
|||
return vec4(YIQ_result * YIQ2RGB, artifacts_mask);
|
||||
}
|
||||
|
||||
#define W vec3(0.2125, 0.7154, 0.0721)
|
||||
|
||||
|
||||
|
||||
#define W vec3(0.2125, 0.7154, 0.0721)
|
||||
vec3 color_tools(vec3 pixel_out) {
|
||||
//Apply color corrections to input signal.
|
||||
|
||||
|
@ -176,7 +168,7 @@ vec3 color_tools(vec3 pixel_out) {
|
|||
|
||||
//Modify contrast and brightness
|
||||
if (CONTRAST != 0.0 || BRIGHTNESS != 0.0)
|
||||
pixel_out.rgb = scale_to_range_vec3(pixel_out.rgb, -CONTRAST, 1+CONTRAST) + BRIGHTNESS;
|
||||
pixel_out.rgb = apply_contrast_brightness(pixel_out.rgb, CONTRAST, BRIGHTNESS);
|
||||
|
||||
//Modify color temperature
|
||||
if (TEMPERATURE != 6500.0) pixel_out.rgb = pixel_out.rgb * vTemperature_rgb;
|
||||
|
@ -210,6 +202,8 @@ void main() {
|
|||
pixel_out = pixel_out_vec4.rgb;
|
||||
|
||||
artifacts = pixel_out_vec4.a;
|
||||
//artifacts = mix(artifacts, texture(ntsc_passFeedback, vTexCoord).a, 0.5); <-- this helps
|
||||
//FragColor = vec4(artifacts); return;
|
||||
|
||||
/*
|
||||
//artifacts = pow(artifacts, IN_GLOW_NTSC_ARTF_TRSH * 8.0);
|
||||
|
@ -225,6 +219,10 @@ void main() {
|
|||
if (DO_CCORRECTION == 1.0)
|
||||
pixel_out = color_tools(pixel_out);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
FragColor = vec4(pixel_out, artifacts);
|
||||
|
||||
|
||||
|
|
89
bezel/koko-aio/shaders/reflection_blur.slang
Normal file
89
bezel/koko-aio/shaders/reflection_blur.slang
Normal file
|
@ -0,0 +1,89 @@
|
|||
#version 450
|
||||
#include "config.inc"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 2) uniform sampler2D first_pass;
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
|
||||
float borders_gradient(vec2 co, float smoothness) {
|
||||
//Draws a square with smooth borders:
|
||||
float size = 1.0;
|
||||
vec4 rect = vec4(0.0+smoothness, 0.0+smoothness, size - smoothness, size - smoothness);
|
||||
vec2 hv = smoothstep(rect.xy - smoothness, rect.xy, co) * smoothstep(co - smoothness, co, rect.zw);
|
||||
return hv.x * hv.y;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
if (DO_BEZEL == 0.0) return;
|
||||
|
||||
|
||||
//Zoom out the image coordinates by the bezel border size to make room for reflections:
|
||||
vec2 coords = zoom(vTexCoord, BEZEL_REFL_ZOOMOUT_ROOM);
|
||||
|
||||
//Skip unuseful pixels
|
||||
float skip_border = BEZEL_REFL_SKIP_SIZE;
|
||||
if (coords.x > skip_border && coords.x < 1.0 - skip_border &&
|
||||
coords.y > skip_border && coords.y < 1.0 - skip_border ) {
|
||||
FragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
//Create a gradient near borders to modulate between blurrend and sharp refection.
|
||||
float smoothness = 0.11;
|
||||
float shade_sharp_blur = borders_gradient(vTexCoord, smoothness);
|
||||
shade_sharp_blur = 1 - (shade_sharp_blur + BEZEL_RFL_BLR_SHD); //Modulates between sharp and blur via user parameter
|
||||
|
||||
//Create gradients in the corners to blur more more near corners:
|
||||
#define CORNER_BLURRINESS 0.6
|
||||
float fcorners_shade = corners_shade(vTexCoord, 0.9) * CORNER_BLURRINESS;
|
||||
shade_sharp_blur = max(fcorners_shade, shade_sharp_blur);
|
||||
|
||||
//Sample a lod and the next integer one, then do a linear smapling between them
|
||||
//to blur the reflections as they goes far from the tube.
|
||||
float shade_sharp_blur_adapted = shade_sharp_blur * 5.5;
|
||||
float lod0 = floor(shade_sharp_blur_adapted);
|
||||
float lod1 = lod0 + 1;
|
||||
vec3 s1 = textureLod( Source, coords, lod0).rgb;
|
||||
vec3 s2 = textureLod( Source, coords, lod1).rgb;
|
||||
float lodmix = fract(shade_sharp_blur_adapted);
|
||||
vec3 pixel_out = mix(s1, s2, lodmix) * BEZEL_REFL_STRENGTH;
|
||||
|
||||
//Next simulate a diffused light
|
||||
vec3 pixel_diffused = textureLod( first_pass, coords, 6.0).rgb;
|
||||
pixel_out = mix( pixel_out, pixel_diffused, BEZEL_DIFFUSION_STR);
|
||||
|
||||
|
||||
//multiply the blurred image by the corner shade so that reflections will not be visible in the corners.
|
||||
//This has been moved to final pass because it didn't worked well with curvature
|
||||
//at 0.0 inner zoom level.
|
||||
//pixel_out = pixel_out * (1 - fcorners_shade);
|
||||
|
||||
pixel_out = apply_fuzzy_main_pass(pixel_out);
|
||||
|
||||
FragColor = vec4(pixel_out, 1.0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
61
bezel/koko-aio/shaders/reflection_blur_pre.slang
Normal file
61
bezel/koko-aio/shaders/reflection_blur_pre.slang
Normal file
|
@ -0,0 +1,61 @@
|
|||
#version 450
|
||||
#include "config.inc"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec2 vCoordsAdapted;
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
vCoordsAdapted = vTexCoord;
|
||||
//override aspect?
|
||||
if (DO_GAME_GEOM_OVERRIDE > 0.5)
|
||||
vCoordsAdapted = content_geom_override(vCoordsAdapted, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
|
||||
|
||||
vCoordsAdapted = zoomout_coords( vCoordsAdapted, BEZEL_RFL_ZOOM, 1.0);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 vCoordsAdapted;
|
||||
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler2D first_pass;
|
||||
layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
void main() {
|
||||
|
||||
if (DO_BEZEL == 0.0) return;
|
||||
|
||||
float skip_border = BEZEL_REFL_SKIP_SIZE;
|
||||
if (vTexCoord.x > skip_border && vTexCoord.x < 1.0 - skip_border &&
|
||||
vTexCoord.y > skip_border && vTexCoord.y < 1.0 - skip_border ) {
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 coords = vCoordsAdapted;
|
||||
|
||||
if (DO_DYNZOOM == 1.0)
|
||||
coords = zoom(coords, get_dyn_zoom(avglum_pass));
|
||||
|
||||
//eventually return black pixel
|
||||
if (coords.y < 0.0 || coords.y > 1.0 || coords.x < 0.0 || coords.x > 1.0) {
|
||||
FragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
FragColor = texture(first_pass, coords);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1,231 +0,0 @@
|
|||
#version 450
|
||||
#include "config.inc"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 1) out vec2 vWarp_vexp;
|
||||
layout(location = 2) out vec2 vWarp_arg2;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
//Precalc some Curvature/Warp values:
|
||||
vWarp_vexp = 1.0/ (1 + (vec2(GEOM_WARP_X, GEOM_WARP_Y) * 0.2)) ;
|
||||
vWarp_arg2 = 1.0 - pow(vec2(0.29289321881345247559915563789515), vWarp_vexp );
|
||||
|
||||
if (DO_BEZEL > 0.5)
|
||||
vTexCoord = zoom(TexCoord, BEZEL_REFL_ZOOM);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 vWarp_vexp;
|
||||
layout(location = 2) in vec2 vWarp_arg2;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler2D first_pass;
|
||||
layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
|
||||
|
||||
#define SourceTexture first_pass
|
||||
#define SourceTextureSize global.first_passSize
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
#define c_tolerance 0.051
|
||||
|
||||
vec3 texture_clamp_to_border(sampler2D tex, vec2 coords, float lod) {
|
||||
//This emulates clamp to border:
|
||||
if (coords.x < 0.0 || coords.x > 1.0 || coords.y < 0.0 || coords.y > 1.0)
|
||||
return vec3(0.0);
|
||||
else
|
||||
return textureLod( tex, coords, lod).rgb ;
|
||||
}
|
||||
|
||||
|
||||
vec3 blur_unroll_clamp_to_border(float Size, vec2 co, float lod, float coords_crop_point) {
|
||||
//Blur the image along x axis and emulate a clamp_to_border when outside the [0..1] range
|
||||
//FIXME: coords_crop_point are not taken into account? CHECKME if you ever use this.
|
||||
Size = Size * NEW_SCALEMOD_X; //<- so that blur size doesn't depend on output resolution
|
||||
vec3 color;
|
||||
vec2 d = SourceTextureSize.zw * Size;
|
||||
color = texture_clamp_to_border( SourceTexture, co + d * vec2(-1.0, 1.0 ) ,lod).rgb;
|
||||
color += texture_clamp_to_border( SourceTexture, co + d * vec2( 1.0, 1.0 ) ,lod).rgb;
|
||||
color += texture_clamp_to_border( SourceTexture, co + d * vec2(-1.0, -1.0 ) ,lod).rgb;
|
||||
color += texture_clamp_to_border( SourceTexture, co + d * vec2( 1.0, -1.0 ) ,lod).rgb;
|
||||
return color / 4.0;
|
||||
}
|
||||
|
||||
vec3 blur_unroll(float Size, vec2 co, float lod) {
|
||||
//Blurs the image along x axis
|
||||
Size = Size * NEW_SCALEMOD_X; //<- so that blur size doesn't depend on output resolution
|
||||
vec3 color;
|
||||
vec2 d = SourceTextureSize.zw * Size;
|
||||
color = textureLod( SourceTexture, co + d * vec2(-1.0, 1.0 ) ,lod).rgb;
|
||||
color += textureLod( SourceTexture, co + d * vec2( 1.0, 1.0 ) ,lod).rgb;
|
||||
color += textureLod( SourceTexture, co + d * vec2(-1.0, -1.0 ) ,lod).rgb;
|
||||
color += textureLod( SourceTexture, co + d * vec2( 1.0, -1.0 ) ,lod).rgb;
|
||||
return color / 4.0;
|
||||
}
|
||||
|
||||
vec2 mirrored_repeat(vec2 co, float crop) {
|
||||
//Do a coords mirrored repeat with the mirror axis
|
||||
//shifted by a "crop" amount.
|
||||
//Don't try to unbranch me, it is a matter of 1/1000.
|
||||
float cmin = 0.0 + crop ;
|
||||
float cmax = 1.0 - crop ;
|
||||
if (co.x < cmin )
|
||||
co.x = 2*cmin - co.x;
|
||||
if (co.y < cmin)
|
||||
co.y = 2*cmin - co.y;
|
||||
if (co.x > cmax )
|
||||
co.x = 2*cmax - co.x;
|
||||
if (co.y > cmax )
|
||||
co.y = 2*cmax - co.y;
|
||||
return co;
|
||||
}
|
||||
|
||||
float circle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF) {
|
||||
//Draw a circle with smoothed borders:
|
||||
float fdistance=distance(middle, vec2(coords.x, coords.y));
|
||||
float circle = (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
|
||||
return circle;
|
||||
}
|
||||
|
||||
float square_smooth(vec2 co, vec2 corner, float size, float smoothshade) {
|
||||
//Draws a square with smooth borders:
|
||||
vec4 rect = vec4(corner.x, corner.y, corner.x+size, corner.y+size);
|
||||
vec2 hv = smoothstep(rect.xy - smoothshade, rect.xy, co) * smoothstep(co - smoothshade, co, rect.zw);
|
||||
return hv.x * hv.y;
|
||||
}
|
||||
|
||||
float corners_shade(vec2 co, float size, float smoothsize){
|
||||
//Draws 4 smooth squares or circles in the corners.
|
||||
//They are intended to modulate the blur radius and the strength of the reflection.
|
||||
|
||||
/*
|
||||
vec4 circles;
|
||||
float circle_radius = size; //0.13?
|
||||
float circle_falloff = smoothsize; //0.05?
|
||||
float circle_power =2.0;
|
||||
circles.x = circle_smooth(co, vec2(0.0,0.0), circle_radius, circle_falloff) * circle_power;
|
||||
circles.y = circle_smooth(co, vec2(0.0,1.0), circle_radius, circle_falloff) * circle_power;
|
||||
circles.z = circle_smooth(co, vec2(1.0,0.0), circle_radius, circle_falloff) * circle_power;
|
||||
circles.w = circle_smooth(co, vec2(1.0,1.0), circle_radius, circle_falloff) * circle_power;
|
||||
|
||||
float circle = max(max(max(circles.x, circles.y), circles.z), circles.w);
|
||||
circle = min(circle, 1.0);
|
||||
circle = 1-circle;
|
||||
|
||||
return circle;
|
||||
*/
|
||||
vec4 squares;
|
||||
float squaresize = size;
|
||||
float squarefade = smoothsize;
|
||||
//(vec2 co, vec2 corner, float size, float smoothshade) {
|
||||
squares.x = square_smooth(co, vec2(0.0,0.0), squaresize, squarefade);
|
||||
squares.y = square_smooth(co, vec2(1.0 - squaresize, 0.0), squaresize, squarefade);
|
||||
squares.z = square_smooth(co, vec2(0.0, 1-squaresize), squaresize, squarefade);
|
||||
squares.w = square_smooth(co, vec2(1-squaresize, 1-squaresize), squaresize, squarefade);
|
||||
return max(max(max(squares.x, squares.y), squares.z), squares.w);
|
||||
}
|
||||
|
||||
float borders_gradient(vec2 co, float foffset) {
|
||||
// Create a b/w shade near the borders that will be used to
|
||||
// Modulate from sharp reflections to blur reflections.
|
||||
vec4 shades;
|
||||
shades.x = abs( co.x - foffset );
|
||||
shades.y = abs( 1 - co.x - foffset );
|
||||
shades.z = abs( co.y - foffset );
|
||||
shades.w = abs( 1 - co.y - foffset );
|
||||
return min(min(min(shades.x, shades.y), shades.z), shades.w);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void main() {
|
||||
if (DO_BEZEL == 0.0) return;
|
||||
|
||||
//Zoom out the image coordinates by the bezel border size to make room for reflections:
|
||||
vec2 coords = zoomout_coords(vTexCoord, BEZEL_BORDER_SIZE, 1.0);
|
||||
vec2 coords_zoomedout = coords;
|
||||
|
||||
//This skip condition will be used to spped-up processing by discarding unuseful pixels.
|
||||
//the c_tolerance parameter is a safe measure /FIXME: for what?
|
||||
bool skip_condition = (coords.x < 1.0 - c_tolerance && coords.x > c_tolerance &&
|
||||
coords.y < 1.0 - c_tolerance && coords.y > c_tolerance ) ;
|
||||
|
||||
|
||||
//Mark the pixel as not useful, so that the next pass will be aware of it and skip rendering too:
|
||||
if (skip_condition) {
|
||||
FragColor = mark_useless(vec3(0.0));
|
||||
return;
|
||||
}
|
||||
|
||||
//If coords needs to be curved, do it now:
|
||||
if (DO_CURVATURE == 1.0 && ( GEOM_WARP_X > 0.0 || GEOM_WARP_Y > 0.0) ) {
|
||||
coords = Warp_fast(coords, vWarp_vexp, vWarp_arg2); //coords_curved = Warp(coords_curved,GEOM_WARP_X,GEOM_WARP_Y);
|
||||
}
|
||||
|
||||
|
||||
//Since we will use a mirrored_repeat trick to simulate reflections, we need to know
|
||||
//where the mirror axis is.
|
||||
//The mirror axis position may depend on the dynamic zoom level
|
||||
//(the feature that zooms the image in when it is bright)
|
||||
float coords_crop_point = 0.0;
|
||||
if (DO_DYNZOOM == 1.0) {
|
||||
//Crop coordinates to move the mirror axes
|
||||
float dyn_zoom = get_dyn_zoom(avglum_pass);
|
||||
coords_crop_point = (dyn_zoom - 1.0) * 0.5;
|
||||
//Zoom image coords to align it
|
||||
coords = zoom(coords, dyn_zoom);
|
||||
}
|
||||
coords_crop_point += BEZEL_RFL_OFFSET; // <- Adding the user offset
|
||||
|
||||
//Mirror repeat the image by taking the crop point (mirror axis offset) into account:
|
||||
coords = mirrored_repeat(coords, coords_crop_point);
|
||||
|
||||
|
||||
//Create gradients in the corners to fadeout reflections and to blur more near them:
|
||||
float fcorners_shade = corners_shade(vTexCoord, BEZEL_REFL_CORNER_BLANK_SIZE, BEZEL_REFL_CORNER_BLANK_SHADE);
|
||||
|
||||
|
||||
//Create a gradient near borders to modulate between blurrend and sharp refection.
|
||||
//This also goes into output alpha channel to make the next pass aware of it.
|
||||
float shade_sharp_blur = borders_gradient(coords, coords_crop_point);
|
||||
shade_sharp_blur = shade_sharp_blur * 1/(BEZEL_BORDER_SIZE * 0.3) ;
|
||||
shade_sharp_blur = shade_sharp_blur - BEZEL_RFL_BLR_SHD; //Modulates between sharp and blur via user parameter
|
||||
|
||||
|
||||
//Also modulate in the corners via fcorners_shade (fcorners_shade
|
||||
shade_sharp_blur = max(fcorners_shade, shade_sharp_blur);
|
||||
|
||||
|
||||
//Clamp to min 0.01 because anything lower will cause the next pass to think the pixel is useless.
|
||||
shade_sharp_blur = max(shade_sharp_blur, 0.01);
|
||||
//shade_sharp_blur = clamp(shade_sharp_blur, 0.01, 1.0);
|
||||
|
||||
|
||||
//blur the reflection along x axis:
|
||||
vec3 pixel_out = blur_unroll(BEZEL_REFL_BLUR_MAX * shade_sharp_blur, coords, 2.0);
|
||||
// I tried, instead of simple blur_unroll() to take a black border into account ( blur_unroll_clamp_to_border() )
|
||||
// to emulate the reflection of black border into the main content
|
||||
// when it is smaller than the bezel, but due to the low resolution of this pass, the results are bad:
|
||||
// vec3 pixel_out = blur_unroll_clamp_to_border(BEZEL_REFL_BLUR_MAX * shade_sharp_blur, coords, 2.0, coords_crop_point);
|
||||
|
||||
|
||||
//multiply the blurred image by the corner shade so that reflections will not be visible in the corners.
|
||||
pixel_out = pixel_out * (1 - fcorners_shade);
|
||||
|
||||
|
||||
// Finally, output the blurred image and put the sharp to blurred gradient in the alpha channel
|
||||
// to be used by the next blur-y pass too to modulate the blur radius.
|
||||
FragColor = vec4(apply_fuzzy_main_pass(pixel_out), shade_sharp_blur);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1,81 +0,0 @@
|
|||
#version 450
|
||||
#include "config.inc"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
|
||||
#include "includes/functions.include.slang"
|
||||
|
||||
#define SourceTexture Source
|
||||
#define SourceTextureSize params.SourceSize
|
||||
|
||||
#define b_offset_x -0.05
|
||||
#define Pi2 6.28318530717959
|
||||
vec3 blur(float Quality, float Directions, float Size, vec2 co) {
|
||||
Size = Size * NEW_SCALEMOD_Y;
|
||||
vec4 iResolution = SourceTextureSize;
|
||||
vec2 Radius = Size/iResolution.xy ;
|
||||
vec3 color = vec3(0.0,0.0,0.0);
|
||||
vec3 lookup = vec3(0.0,0.0,0.0);
|
||||
float steps=0.0;
|
||||
for( float d=0.0; d<Pi2; d+=Pi2/Directions) {
|
||||
for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
|
||||
lookup = texture( SourceTexture, co + vec2(cos(d) + b_offset_x , sin(d))*Radius*i ).rgb ;
|
||||
color +=lookup.rgb;
|
||||
steps+=1.0;
|
||||
}
|
||||
}
|
||||
color /= steps;
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 blur_unroll(float Size, vec2 co) {
|
||||
Size = Size * NEW_SCALEMOD_Y;
|
||||
vec3 color = vec3(0.0,0.0,0.0);
|
||||
vec2 d = SourceTextureSize.zw * Size;
|
||||
color = texture( SourceTexture, co + d * vec2(-1.0, 1.0 )).rgb ;
|
||||
color += texture( SourceTexture, co + d * vec2( 1.0, 1.0 )).rgb ;
|
||||
color += texture( SourceTexture, co + d * vec2(-1.0, -1.0 )).rgb ;
|
||||
color += texture( SourceTexture, co + d * vec2( 1.0, -1.0 )).rgb ;
|
||||
color /= 4.0;
|
||||
return color;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
if (DO_BEZEL == 0.0) return;
|
||||
|
||||
|
||||
vec2 coords = vTexCoord;
|
||||
vec4 pixel_source = texture(Source, coords);
|
||||
if (is_useless(pixel_source)) {
|
||||
//FragColor = vec4(0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
float blur_modulation = pixel_source.a;
|
||||
vec3 pixel_out = blur_unroll(BEZEL_REFL_BLUR_MAX * blur_modulation, coords);
|
||||
|
||||
//pixel_out = mix(vec3(blur_modulation), pixel_out, 0.5);
|
||||
|
||||
FragColor = vec4(pixel_out, 1.0);
|
||||
|
||||
//FragColor = vec4(blur_modulation);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -37,21 +37,6 @@ layout(location = 0) out vec4 FragColor;
|
|||
layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
|
||||
layout(set = 0, binding = 4) uniform sampler2D first_pass;
|
||||
|
||||
vec3 hsv2rgb(vec3 c){
|
||||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
#define eps10 1.0e-10
|
||||
vec3 rgb2hsv(vec3 c){
|
||||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
||||
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
float d = q.x - min(q.w, q.y);
|
||||
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps10)), d / (q.x + eps10), q.x);
|
||||
}
|
||||
|
||||
#define bandwidth_mhz_Y_ntsc 4.2
|
||||
#define bandwidth_mhz_I 1.5
|
||||
|
@ -90,11 +75,14 @@ vec3 pixel_offset(vec3 pixel_cur,vec2 coord, sampler2D in_texture, vec4 sourcesi
|
|||
pixel_offset.r=texture(in_texture,coord + r_offset * d).r;
|
||||
pixel_offset.g=texture(in_texture,coord + g_offset * d).g;
|
||||
pixel_offset.b=texture(in_texture,coord + b_offset * d).b;
|
||||
//return mix(pixel_cur,pixel_offset,OFFSET_STRENGTH);
|
||||
return mix(pixel_cur,pixel_offset,OFFSET_STRENGTH);
|
||||
/* why did i make this? commit message : https://github.com/kokoko3k/koko-aio-slang/commit/843d71af40d32c2e2b088a71bf3ad18683812a98
|
||||
* does not help...
|
||||
vec3 color_difformity = vec3(pixel_offset.r-pixel_cur.r, +pixel_offset.g-pixel_cur.g, pixel_offset.b - pixel_cur.b);
|
||||
vec3 pixel_offset_to_add = pixel_offset * color_difformity;
|
||||
return pixel_cur + (pixel_offset_to_add *OFFSET_STRENGTH);
|
||||
//return pixel_cur + (pixel_offset *OFFSET_STRENGTH*color_difformity);
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
|
@ -209,5 +197,5 @@ void main() {
|
|||
pixel_out = pow(pixel_out, vec3(IN_GLOW_GAMMA));
|
||||
|
||||
FragColor = vec4(pixel_out,pixel_alpha_ntsc_artifacts);
|
||||
return;
|
||||
|
||||
}
|
||||
|
|
Binary file not shown.
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Binary file not shown.
Before Width: | Height: | Size: 226 KiB After Width: | Height: | Size: 337 KiB |
Binary file not shown.
Before Width: | Height: | Size: 170 KiB After Width: | Height: | Size: 257 KiB |
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -196,7 +196,8 @@ SAT_BLEED_PAL = "1.000000"
|
|||
SAT_BLEED_STRENGTH = "0.500000"
|
||||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -217,19 +218,23 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.160000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -194,43 +194,47 @@ TEMPERATURE = "7000.000000"
|
|||
GAMMA_OUT = "0.560000"
|
||||
DO_NTSC_ARTIFACTS = "1.000000"
|
||||
DO_SAT_BLEED = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.650000"
|
||||
IN_GLOW_POWER = "1.500000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_W = "1.000000"
|
||||
IN_GLOW_H = "2.000000"
|
||||
DO_VMASK_AND_DARKLINES = "1.000000"
|
||||
RGB_MASK_STRENGTH = "1.000000"
|
||||
VMASK_USE_GM = "1.000000"
|
||||
VMASK_GAP = "1.000000"
|
||||
DARKLINES_STRENGTH = "0.600000"
|
||||
DARKLINES_PERIOD = "4.000000"
|
||||
DARKLINES_STRENGTH = "1.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.500000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.300000"
|
||||
HALO_VS_SCAN = "0.900000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.050000"
|
||||
SCANLINE_MAX = "4.100000"
|
||||
SCANLINE_DARK = "0.100000"
|
||||
SCANLINE_MIN = "0.200000"
|
||||
SCANLINE_MAX = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.550000"
|
||||
BLOOM_EYE_ADPT_SRT = "0.800000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -193,47 +193,52 @@ BRIGHTNESS = "0.050000"
|
|||
TEMPERATURE = "7000.000000"
|
||||
GAMMA_OUT = "0.560000"
|
||||
DO_NTSC_ARTIFACTS = "1.000000"
|
||||
NTSC_FILTER_WIDTH = "13.000000"
|
||||
NTSC_FILTER_FC = "0.000000"
|
||||
DO_SAT_BLEED = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.650000"
|
||||
IN_GLOW_POWER = "1.500000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_W = "1.000000"
|
||||
IN_GLOW_H = "2.000000"
|
||||
IN_GLOW_NTSC_ARTF_MULT = "1.000000"
|
||||
IN_GLOW_NTSC_ARTF_TRSH = "0.000000"
|
||||
IN_GLOW_NTSC_ARTF_TRSH = "0.150000"
|
||||
DO_VMASK_AND_DARKLINES = "1.000000"
|
||||
RGB_MASK_STRENGTH = "1.000000"
|
||||
VMASK_USE_GM = "1.000000"
|
||||
VMASK_GAP = "1.000000"
|
||||
DARKLINES_STRENGTH = "0.600000"
|
||||
DARKLINES_PERIOD = "4.000000"
|
||||
DARKLINES_STRENGTH = "1.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.500000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_GAMMA = "1.300000"
|
||||
HALO_VS_SCAN = "0.300000"
|
||||
HALO_VS_SCAN = "0.900000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.050000"
|
||||
SCANLINE_MAX = "4.100000"
|
||||
SCANLINE_DARK = "0.100000"
|
||||
SCANLINE_MIN = "0.200000"
|
||||
SCANLINE_MAX = "1.000000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.550000"
|
||||
BLOOM_EYE_ADPT_SRT = "0.800000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -191,15 +191,21 @@ LUMINANCE = "0.200000"
|
|||
TEMPERATURE = "7000.000000"
|
||||
GAMMA_OUT = "0.560000"
|
||||
DO_NTSC_ARTIFACTS = "1.000000"
|
||||
NTSC_FILTER_WIDTH = "13.000000"
|
||||
NTSC_FILTER_FC = "0.000000"
|
||||
DO_SAT_BLEED = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "2.000000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_W = "1.000000"
|
||||
IN_GLOW_H = "1.000000"
|
||||
IN_GLOW_NTSC_ARTF_MULT = "1.000000"
|
||||
IN_GLOW_NTSC_ARTF_TRSH = "0.000000"
|
||||
IN_GLOW_NTSC_ARTF_TRSH = "0.150000"
|
||||
DO_VMASK_AND_DARKLINES = "1.000000"
|
||||
RGB_MASK_STRENGTH = "1.000000"
|
||||
VMASK_USE_GM = "1.000000"
|
||||
|
@ -219,17 +225,19 @@ DO_BLOOM = "1.000000"
|
|||
BLOOM_MIX = "0.550000"
|
||||
BLOOM_EYE_ADPT_SRT = "0.800000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -192,6 +192,11 @@ TEMPERATURE = "7000.000000"
|
|||
GAMMA_OUT = "0.560000"
|
||||
DO_NTSC_ARTIFACTS = "1.000000"
|
||||
DO_SAT_BLEED = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "2.000000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -216,17 +221,19 @@ DO_BLOOM = "1.000000"
|
|||
BLOOM_MIX = "0.550000"
|
||||
BLOOM_EYE_ADPT_SRT = "0.800000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -193,6 +193,11 @@ GAMMA_OUT = "0.560000"
|
|||
DO_NTSC_ARTIFACTS = "1.000000"
|
||||
NTSC_PHASE_SHIFT = "1.000000"
|
||||
DO_SAT_BLEED = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "2.000000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
|
@ -217,17 +222,19 @@ DO_BLOOM = "1.000000"
|
|||
BLOOM_MIX = "0.550000"
|
||||
BLOOM_EYE_ADPT_SRT = "0.800000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_X = "0.450000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -200,7 +200,8 @@ SAT_BLEED_PAL = "1.000000"
|
|||
SAT_BLEED_STRENGTH = "1.750000"
|
||||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -222,22 +223,26 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -197,7 +197,7 @@ SAT_BLEED_STRENGTH = "0.500000"
|
|||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -220,10 +220,9 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
|
@ -231,11 +230,11 @@ GEOM_WARP_X = "0.450000"
|
|||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.160000"
|
||||
BEZEL_INNER_ZOOM = "-0.185000"
|
||||
BEZEL_FRAME_ZOOM = "0.040000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
AMBI_FALLOFF = "0.600000"
|
||||
AMBI_POWER = "1.700000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -197,7 +197,7 @@ SAT_BLEED_STRENGTH = "0.500000"
|
|||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -220,10 +220,9 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
|
@ -231,11 +230,11 @@ GEOM_WARP_X = "0.450000"
|
|||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -196,7 +196,8 @@ SAT_BLEED_PAL = "1.000000"
|
|||
SAT_BLEED_STRENGTH = "0.500000"
|
||||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -219,20 +220,24 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.160000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -196,7 +196,8 @@ SAT_BLEED_PAL = "1.000000"
|
|||
SAT_BLEED_STRENGTH = "0.500000"
|
||||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -219,19 +220,23 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.160000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -187,59 +187,66 @@ scale_x16 = "1.000000"
|
|||
scale_type_y16 = "viewport"
|
||||
scale_y16 = "1.000000"
|
||||
DO_CCORRECTION = "1.000000"
|
||||
LUMINANCE = "0.300000"
|
||||
LUMINANCE = "0.100000"
|
||||
TEMPERATURE = "7200.000000"
|
||||
GAMMA_OUT = "0.400000"
|
||||
GAMMA_OUT = "0.560000"
|
||||
DO_FXAA = "1.000000"
|
||||
DO_SAT_BLEED = "1.000000"
|
||||
SAT_BLEED_FALLOFF = "1.800000"
|
||||
RF_NOISE_STRENGTH = "0.025000"
|
||||
SAT_BLEED_PAL = "1.000000"
|
||||
SAT_BLEED_STRENGTH = "1.750000"
|
||||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
DO_IN_GLOW = "1.000000"
|
||||
IN_GLOW_POWER = "1.700000"
|
||||
IN_GLOW_POWER = "1.600000"
|
||||
IN_GLOW_GAMMA = "2.000000"
|
||||
IN_GLOW_W = "2.000000"
|
||||
IN_GLOW_H = "2.000000"
|
||||
IN_GLOW_SPREAD = "1.600000"
|
||||
IN_GLOW_W = "0.000000"
|
||||
IN_GLOW_H = "0.000000"
|
||||
IN_GLOW_BIAS = "0.000000"
|
||||
DO_VMASK_AND_DARKLINES = "1.000000"
|
||||
RGB_MASK_STRENGTH = "1.000000"
|
||||
VMASK_USE_GM = "1.000000"
|
||||
VMASK_GAP = "1.000000"
|
||||
VMASK_OVERWHITE = "0.750000"
|
||||
DARKLINES_STRENGTH = "0.400000"
|
||||
DARKLINES_PERIOD = "0.200000"
|
||||
DRKLN_OVERWHITE = "0.750000"
|
||||
DARKLINES_STRENGTH = "0.700000"
|
||||
DARKLINES_PERIOD = "4.000000"
|
||||
DO_HALO = "1.000000"
|
||||
HALO_POWER = "0.430000"
|
||||
HALO_W = "3.500000"
|
||||
HALO_H = "3.500000"
|
||||
HALO_VS_SCAN = "0.800000"
|
||||
HALO_POWER = "0.500000"
|
||||
HALO_W = "3.000000"
|
||||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
DO_SCANLINES = "1.000000"
|
||||
SCANLINE_MIN = "0.300000"
|
||||
SCANLINE_DARK = "0.100000"
|
||||
SCANLINES_BLEEDING = "0.300000"
|
||||
SCANLINE_MAX = "1.000000"
|
||||
SCANLINE_DARK = "1.000000"
|
||||
SCANLINE_FLICKERING = "1.000000"
|
||||
SCANLINE_FLICKERING_POWER = "1.100000"
|
||||
SCANLINE_SM_VOFFSET = "70.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.400000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
BLOOM_POWER = "1.600000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.165000"
|
||||
BEZEL_FRAME_ZOOM = "0.040000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.002000"
|
||||
BEZEL_REFL_ZOOM = "0.993000"
|
||||
AMBI_FALLOFF = "0.600000"
|
||||
AMBI_POWER = "1.700000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
BEZEL_SPCL_STRENGTH = "0.950000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "6.000005"
|
||||
AMBI_OVER_BEZEL = "0.700000"
|
||||
AMBI_OVER_BEZEL_SIZE = "0.174000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "1.900000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
DO_SPOT = "1.000000"
|
||||
S_POSITION = "194.000000"
|
||||
S_POWER = "0.200000"
|
||||
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
|
||||
monitor_body_curved = "textures/monitor_body_curved.png"
|
||||
monitor_body_curved_linear = "true"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -197,7 +197,7 @@ SAT_BLEED_STRENGTH = "0.500000"
|
|||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -219,10 +219,9 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
|
@ -230,11 +229,11 @@ GEOM_WARP_X = "0.450000"
|
|||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.165000"
|
||||
BEZEL_INNER_ZOOM = "-0.185000"
|
||||
BEZEL_FRAME_ZOOM = "0.040000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
AMBI_FALLOFF = "0.600000"
|
||||
AMBI_POWER = "1.700000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -197,7 +197,7 @@ SAT_BLEED_STRENGTH = "0.500000"
|
|||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -219,10 +219,9 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
|
@ -230,13 +229,11 @@ GEOM_WARP_X = "0.450000"
|
|||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SMOOTH = "400.000000"
|
||||
DO_BEZEL = "1.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.010000"
|
||||
BEZEL_INNER_ZOOM = "-0.011000"
|
||||
BEZEL_FRAME_ZOOM = "0.170000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_RFL_OFFSET = "0.001000"
|
||||
BEZEL_REFL_ZOOM = "0.990000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "5.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
DO_VIGNETTE = "1.000000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -196,7 +196,8 @@ SAT_BLEED_PAL = "1.000000"
|
|||
SAT_BLEED_STRENGTH = "0.500000"
|
||||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -218,20 +219,24 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
DO_BLOOM = "1.000000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.160000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
|
@ -98,22 +98,22 @@ scale_type_x8 = "source"
|
|||
scale_x8 = "0.500000"
|
||||
scale_type_y8 = "source"
|
||||
scale_y8 = "0.500000"
|
||||
shader9 = "shaders/reflection_blur_x.slang"
|
||||
shader9 = "shaders/reflection_blur_pre.slang"
|
||||
filter_linear9 = "true"
|
||||
wrap_mode9 = "mirrored_repeat"
|
||||
wrap_mode9 = "clamp_to_border"
|
||||
mipmap_input9 = "false"
|
||||
alias9 = "reflected_blurred_pass1"
|
||||
alias9 = "reflected_blurred_pass_pre"
|
||||
float_framebuffer9 = "false"
|
||||
srgb_framebuffer9 = "false"
|
||||
scale_type_x9 = "source"
|
||||
scale_x9 = "1.000000"
|
||||
scale_type_y9 = "source"
|
||||
scale_y9 = "1.000000"
|
||||
shader10 = "shaders/reflection_blur_y.slang"
|
||||
shader10 = "shaders/reflection_blur.slang"
|
||||
filter_linear10 = "true"
|
||||
wrap_mode10 = "mirrored_repeat"
|
||||
mipmap_input10 = "false"
|
||||
alias10 = "reflected_blurred_pass2"
|
||||
mipmap_input10 = "true"
|
||||
alias10 = "reflected_blurred_pass"
|
||||
float_framebuffer10 = "false"
|
||||
srgb_framebuffer10 = "false"
|
||||
scale_type_x10 = "source"
|
||||
|
@ -196,7 +196,8 @@ SAT_BLEED_PAL = "1.000000"
|
|||
SAT_BLEED_STRENGTH = "0.500000"
|
||||
SAT_BLEED_SIZE_LEFT = "3.000000"
|
||||
SAT_BLEED_SIZE_RIGHT = "3.000000"
|
||||
OFFSET_STRENGTH = "1.000000"
|
||||
DO_SHIFT_RGB = "1.000000"
|
||||
OFFSET_STRENGTH = "0.250000"
|
||||
SHIFT_R = "-20.000000"
|
||||
SHIFT_G = "1.000000"
|
||||
SHIFT_B = "20.000000"
|
||||
|
@ -218,19 +219,23 @@ HALO_W = "3.000000"
|
|||
HALO_H = "3.000000"
|
||||
HALO_GAMMA = "1.400000"
|
||||
SCANLINE_DARK = "0.700000"
|
||||
SCANLINE_COMPENSATION = "0.200000"
|
||||
SCANLINES_BLEEDING = "1.000000"
|
||||
SCANLINE_FLICKERING = "0.000000"
|
||||
SCANLINE_FLICKERING_POWER = "0.500000"
|
||||
SCANLINE_FLICKERING_POWER = "0.170000"
|
||||
BLOOM_MIX = "0.500000"
|
||||
DO_CURVATURE = "1.000000"
|
||||
GEOM_WARP_X = "0.475000"
|
||||
GEOM_WARP_Y = "0.500000"
|
||||
GEOM_CORNER_SIZE = "0.010000"
|
||||
GEOM_CORNER_SMOOTH = "200.000000"
|
||||
BEZEL_INNER_ZOOM = "-0.160000"
|
||||
BEZEL_IMAGE_BORDER = "1.020000"
|
||||
BEZEL_R = "-0.190000"
|
||||
BEZEL_G = "-0.190000"
|
||||
BEZEL_B = "-0.190000"
|
||||
BEZEL_CON = "2.180000"
|
||||
AMBI_FALLOFF = "0.400000"
|
||||
AMBI_POWER = "1.000000"
|
||||
AMBI_OVER_BEZEL = "0.200000"
|
||||
V_SIZE = "2.700000"
|
||||
V_POWER = "1.050000"
|
||||
S_POSITION = "194.000000"
|
||||
|
|
Loading…
Reference in a new issue