move all of the misc shaders into a subdir and give them presets to be in-line with the rest of the repo

This commit is contained in:
hunterk 2022-09-23 23:04:05 -05:00
parent 3cad2a69c1
commit bc55ed1f7b
110 changed files with 201 additions and 208 deletions

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@ -50,7 +50,7 @@ vec4 reSample(float d, vec2 uv, sampler2D decal)
return color;
}
#include "../../misc/colorspace-tools.h"
#include "../../include/colorspace-tools.h"
void main()
{

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@ -1,8 +1,8 @@
shaders = 5
shader0 = ../shaders/imgborder-gbp.slang
shader1 = ../../crt/shaders/tvout-tweaks.slang
shader2 = ../../misc/image-adjustment.slang
shader3 = ../../misc/interlacing.slang
shader2 = ../../misc/shaders/shaders/image-adjustment.slang
shader3 = ../../misc/shaders/shaders/interlacing.slang
shader4 = ../../auto-box/box-center.slang
scale_type_x0 = absolute

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@ -2,8 +2,8 @@ shaders = 6
shader0 = ../../handheld/shaders/color/gba-color.slang
shader1 = ../shaders/imgborder-gbp.slang
shader2 = ../../crt/shaders/tvout-tweaks.slang
shader3 = ../../misc/image-adjustment.slang
shader4 = ../../misc/interlacing.slang
shader3 = ../../misc/shaders/shaders/image-adjustment.slang
shader4 = ../../misc/shaders/shaders/interlacing.slang
shader5 = ../../auto-box/box-center.slang
scale_type0 = source

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@ -2,7 +2,7 @@ shaders = 5
shader0 = ../../handheld/shaders/color/gba-color.slang
shader1 = ../shaders/imgborder-gbp.slang
shader2 = ../../crt/shaders/tvout-tweaks.slang
shader3 = ../../misc/image-adjustment.slang
shader3 = ../../misc/shaders/shaders/image-adjustment.slang
shader4 = ../../auto-box/box-center.slang
scale_type0 = source

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@ -1,7 +1,7 @@
shaders = 4
shader0 = ../shaders/imgborder-gbp.slang
shader1 = ../../crt/shaders/tvout-tweaks.slang
shader2 = ../../misc/image-adjustment.slang
shader2 = ../../misc/shaders/shaders/image-adjustment.slang
shader3 = ../../auto-box/box-center.slang

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@ -2,8 +2,8 @@ shaders = 6
shader0 = ../../handheld/shaders/color/gbc-color.slang
shader1 = ../shaders/imgborder-sgb.slang
shader2 = ../../crt/shaders/tvout-tweaks.slang
shader3 = ../../misc/image-adjustment.slang
shader4 = ../../misc/interlacing.slang
shader3 = ../../misc/shaders/shaders/image-adjustment.slang
shader4 = ../../misc/shaders/shaders/interlacing.slang
shader5 = ../../auto-box/box-center.slang
filter_linear0 = false

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@ -1,8 +1,8 @@
shaders = 5
shader0 = ../shaders/imgborder-sgb.slang
shader1 = ../../crt/shaders/tvout-tweaks.slang
shader2 = ../../misc/image-adjustment.slang
shader3 = ../../misc/interlacing.slang
shader2 = ../../misc/shaders/shaders/image-adjustment.slang
shader3 = ../../misc/shaders/shaders/interlacing.slang
shader4 = ../../auto-box/box-center.slang
scale_type_x0 = absolute

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@ -1,8 +1,8 @@
shaders = 5
shader0 = ../shaders/imgborder-sgba.slang
shader1 = ../../crt/shaders/tvout-tweaks.slang
shader2 = ../../misc/image-adjustment.slang
shader3 = ../../misc/interlacing.slang
shader2 = ../../misc/shaders/shaders/image-adjustment.slang
shader3 = ../../misc/shaders/shaders/interlacing.slang
shader4 = ../../auto-box/box-center.slang
scale_type_x0 = absolute

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@ -2,8 +2,8 @@ shaders = 6
shader0 = ../../handheld/shaders/color/gba-color.slang
shader1 = ../shaders/imgborder-sgba.slang
shader2 = ../../crt/shaders/tvout-tweaks.slang
shader3 = ../../misc/image-adjustment.slang
shader4 = ../../misc/interlacing.slang
shader3 = ../../misc/shaders/shaders/image-adjustment.slang
shader4 = ../../misc/shaders/shaders/interlacing.slang
shader5 = ../../auto-box/box-center.slang
scale_type0 = source

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@ -1,6 +1,6 @@
shaders = 4
shader0 = "../misc/image-adjustment.slang"
shader0 = "../misc/shaders/shaders/image-adjustment.slang"
alias0 = PASS1
shader1 = "../blurs/blur11fast-vertical.slang"

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@ -37,7 +37,7 @@ srgb_framebuffer6 = "true"
shader7 = "shaders/glow-trails/combine.slang"
shader8 = "../misc/image-adjustment.slang"
shader8 = "../misc/shaders/shaders/image-adjustment.slang"
parameters = "mixfactor;threshold;trail_bright;glowFactor;haze_strength;luminance;bright"
mixfactor = "0.18"

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@ -6,7 +6,7 @@ scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "../misc/natural-vision.slang"
shader1 = "../misc/shaders/shaders/natural-vision.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_edge"
scale_type_x1 = "source"

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@ -1,6 +1,6 @@
#ifndef COL_TOOLS
#define COL_TOOLS
#include "../../misc/colorspace-tools.h"
#include "../colorspace-tools.h"
#endif

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/accessibility_mods.slang

3
misc/anti-flicker.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/anti-flicker.slang

3
misc/ascii.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/ascii.slang

4
misc/bead.slangp Normal file
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@ -0,0 +1,4 @@
shaders = 1
shader0 = shaders/bead.slang
filter_linear0 = false

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/bob-deinterlacing.slang

3
misc/chroma.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/chroma.slang

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@ -1,7 +0,0 @@
//hacky clamp fix
vec2 bordertest = (vTexCoord);
vec3 res = texture(Source, vTexCoord).rgb;
if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
res.rgb = res.rgb;
else
res.rgb = vec3(0.0);

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/cmyk-halftone-dot.slang

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/cocktail-cabinet.slang

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/color-mangler.slang

3
misc/colorimetry.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/colorimetry.slang

3
misc/deband.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/deband.slang

3
misc/deinterlace.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/deinterlace.slang

3
misc/edge-detect.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/edge-detect.slang

3
misc/glass.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/glass.slang

3
misc/grade.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/grade.slang

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/image-adjustment.slang

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@ -1,6 +1,6 @@
shaders = 1
shader0 = img_mod.slang
shader0 = shaders/img_mod.slang
textures = "SamplerLUT1;SamplerLUT2"
SamplerLUT1 = ../reshade/shaders/LUT/16.png

3
misc/interlacing.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/interlacing.slang

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/natural-vision.slang

3
misc/ntsc-colors.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/ntsc-colors.slang

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@ -11,13 +11,18 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BEAD_HIGH, BEAD_LOW;
float BEAD_HIGH, BEAD_LOW, scale_factor, BEAD_SHARP;
} params;
#pragma parameter BEAD_HIGH "Bead High" 0.35 0.0 1.0 0.01
#pragma parameter scale_factor "Scale (0 = Auto)" 0.0 0.0 30.0 1.0
int scale_factor = int(params.scale_factor);
#pragma parameter BEAD_HIGH "Bead Outside Diameter" 0.45 0.0 1.0 0.01
#define BEAD_HIGH params.BEAD_HIGH
#pragma parameter BEAD_LOW "Bead Low" 0.2 0.0 1.0 0.01
#pragma parameter BEAD_LOW "Bead Inside Diameter" 0.15 0.0 1.0 0.01
#define BEAD_LOW params.BEAD_LOW
#pragma parameter BEAD_SHARP "Bead Sharpness" 6.0 1.0 20.0 1.0
#define BEAD_SHARP params.BEAD_SHARP
layout(std140, set = 0, binding = 0) uniform UBO
{
@ -33,7 +38,13 @@ layout(location = 1) out vec2 pixel_no;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 box_scale = (scale_factor == 0) ? floor(params.OutputSize.xy * params.SourceSize.zw) : vec2(scale_factor);
box_scale = vec2(min(box_scale.x, box_scale.y));
vec2 scale = (params.OutputSize.xy * params.SourceSize.zw) / box_scale;
vec2 middle = vec2(0.5);
vec2 diff = TexCoord - middle;
vTexCoord = middle + diff * scale;
pixel_no = vTexCoord * params.SourceSize.xy;
}
@ -51,7 +62,7 @@ float dist(vec2 coord, vec2 source)
float rolloff(float len)
{
return exp(-6.0 * len);
return exp(-BEAD_SHARP * len);
}
vec3 lookup(vec2 pixel_no, vec3 color)
@ -68,7 +79,7 @@ vec3 lookup(vec2 pixel_no, vec3 color)
return vec3(0.0, 0.0, 0.0);
}
#define TEX(coord) texture(Source, coord).rgb
#define TEX(coord) texelFetch(Source, ivec2(coord*params.SourceSize.xy),0).rgb
void main()
{

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@ -3,7 +3,7 @@
/*
Colorimetry shader
Ported from Drag's NES Palette Generator
http://drag.wootest.net/misc/palgen.html
http://drag.wootest.n../misc/shaders/palgen.html
*/
layout(std140, set = 0, binding = 0) uniform UBO

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@ -62,7 +62,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
// Author: hunterk
// License: Public domain
#include "colorspace-tools.h"
#include "../../include/colorspace-tools.h"
//https://www.shadertoy.com/view/4sXSWs strength= 16.0
vec3 filmGrain(vec2 uv, float strength ){

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@ -14,76 +14,76 @@ layout(push_constant) uniform Push
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
#include "../include/img/param_floats.h"
#include "../../include/img/param_floats.h"
} global;
#include "../include/img/helper_macros.h"
#include "../../include/img/helper_macros.h"
/////////////////////////////// INCLUDES ////////////////////////////////
// comment the #include and corresponding line to remove functionality //
/////////////////////////////////////////////////////////////////////////
// Flip image vertically or horizontally
#include "../include/img/image_flip.h"
#include "../../include/img/image_flip.h"
// Stretching, Zooming, Panning
#include "../include/img/stretch_zoom_pan.h"
#include "../../include/img/stretch_zoom_pan.h"
// Film grain effect
#include "../include/img/film_grain.h"
#include "../../include/img/film_grain.h"
// Sharp, antialiased pixels; use with linear filtering
#include "../include/img/sharpening.h"
#include "../../include/img/sharpening.h"
// Saturation and Luminance
//#include "../include/img/sat_lum.h"
#include "../include/img/lum_chrom.h"
//#include "../../include/img/sat_lum.h"
#include "../../include/img/lum_chrom.h"
// Gamma correction
// exp_gamma is basic pow function
//#include "../include/img/exp_gamma.h"
#include "../include/img/gamma_srgb.h"
//#include "../../include/img/exp_gamma.h"
#include "../../include/img/gamma_srgb.h"
// Mask edges to hide unsightly garbage
#include "../include/img/border_mask.h"
#include "../../include/img/border_mask.h"
// Change the whitepoint to warmer/cooler
#include "../include/img/white_point.h"
#include "../../include/img/white_point.h"
// Add a phosphor mask effect onto the image
#include "../include/img/subpx_masks.h"
#include "../../include/img/subpx_masks.h"
// Force integer scaling and custom aspect ratio
//#include "../include/img/int_ar.h"
//#include "../../include/img/int_ar.h"
// Vignette; Darkens image around edges
//#include "../include/img/vignette.h"
//#include "../../include/img/vignette.h"
// Black level
// uncomment only one of the next 2 lines to set black level method
//#include "../include/img/black_lvl.h"
#include "../include/img/black_lvl_dogway.h"
//#include "../../include/img/black_lvl.h"
#include "../../include/img/black_lvl_dogway.h"
// Brightness and Contrast control
// uncomment only one of the next 2 lines to set contract complexity;
// sigmoidal_con is advanced, bright_con is basic
#include "../include/img/sigmoidal_con.h"
//#include "../include/img/bright_con.h"
#include "../../include/img/sigmoidal_con.h"
//#include "../../include/img/bright_con.h"
// Adjust color balance and tint
// uncomment only one of the next 2 lines to set color channel complexity;
// color mangler is advanced, channel mixer is basic
//#include "../include/img/col_mangler.h"
#include "../include/img/channel_mix.h"
//#include "../../include/img/col_mangler.h"
#include "../../include/img/channel_mix.h"
// 2D screen curvature
//#include "../include/img/gristle_warp.h"
//#include "../include/img/lottes_warp.h"
#include "../include/img/cgwg_warp.h"
//#include "../../include/img/gristle_warp.h"
//#include "../../include/img/lottes_warp.h"
#include "../../include/img/cgwg_warp.h"
// Rounded corners
#include "../include/img/corner.h"
#include "../../include/img/corner.h"
////////////////////////////// END INCLUDES //////////////////////////////
@ -120,8 +120,8 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
//////////////////////////////// LUTS ///////////////////////////////////
// Use either 1 or 2 color-grading LUTs
// uncomment only one of the next 2 lines
//#include "../include/img/lut1.h"
//#include "../include/img/lut2.h"
//#include "../../include/img/lut1.h"
//#include "../../include/img/lut2.h"
////////////////////////////// END LUTS /////////////////////////////////
void main()

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@ -16,7 +16,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
mat4 MVP;
} global;
#include "colorspace-tools.h"
#include "../../include/colorspace-tools.h"
#pragma stage vertex
layout(location = 0) in vec4 Position;

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@ -22,7 +22,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter hue_degrees "Hue" 0.0 -360.0 360.0 1.0
#define M_PI 3.1415926535897932384626433832795
#include "colorspace-tools.h"
#include "../../include/colorspace-tools.h"
#pragma stage vertex
layout(location = 0) in vec4 Position;

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@ -1,81 +0,0 @@
#version 450
/*
Bob-Deinterlacing
Author: hunterk
License: Public domain
Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
As such, it is inappropriate for general video use unless the video has already been similarly woven beforehand.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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 vec4 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 ps = params.SourceSize.zw;
float dx = ps.x;
float dy = ps.y;
t1 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // L, C, R
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
float y = 0.0;
vec4 c;
vec4 l;
vec4 r;
// assume anything with a vertical resolution greater than 400 lines is interlaced
if (params.SourceSize.y > 400.0) y = params.SourceSize.y * vTexCoord.y + float(params.FrameCount);
else y = 2.000001 * params.SourceSize.y * vTexCoord.y;
if (mod(y, 2.0) > 0.99999)
{
c = vec4(texture(Source, t1.yw + vec2(0.0, params.SourceSize.w)));
l = vec4(texture(Source, t1.xw + vec2(0.0, params.SourceSize.w)));
r = vec4(texture(Source, t1.zw + vec2(0.0, params.SourceSize.w)));
}
else
{
c = texture(Source, t1.yw);
l = texture(Source, t1.xw);
r = texture(Source, t1.zw);
}
vec4 final;
if (params.SourceSize.x < 500.0) final = c;
else
{
// pixel location
float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
// output
final = (((l.x == c.x)||(r.x == c.x))&&((l.y == c.y)||(r.y == c.y))&&((l.z == c.z)||(r.z == c.z))) ? c : (fp > 0.5 ? mix(c,r,0.5) : mix(c,l,0.5));
}
FragColor = final;
}

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/ss-gamma-ramp.slang

3
misc/tonemapping.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/tonemapping.slang

3
misc/white_point.slangp Normal file
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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/white_point.slang

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@ -0,0 +1,3 @@
shaders = 1
shader0 = shaders/yiq-hue-adjustment.slang

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@ -53,7 +53,7 @@ shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../misc/natural-vision.slang"
shader5 = "../../misc/shaders/shaders/natural-vision.slang"
shader6 = "../../vhs/shaders/vhs.slang"
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
shaders = "8"

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@ -56,7 +56,7 @@ shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../misc/natural-vision.slang"
shader5 = "../../misc/shaders/shaders/natural-vision.slang"
shader6 = "../../vhs/shaders/vhs.slang"
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader8 = "../../sharpen/shaders/adaptive-sharpen.slang"

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@ -59,7 +59,7 @@ shader1 = "../shaders/nedi-pass0.slang"
shader2 = "../shaders/nedi-pass1.slang"
shader3 = "../shaders/nedi-pass2.slang"
shader4 = "../shaders/nedi-jinc.slang"
shader5 = "../../misc/natural-vision.slang"
shader5 = "../../misc/shaders/shaders/natural-vision.slang"
shader6 = "../../vhs/shaders/vhs.slang"
shader7 = "../../sharpen/shaders/adaptive-sharpen.slang"
shader8 = "../../sharpen/shaders/adaptive-sharpen.slang"

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@ -6,7 +6,7 @@
https://forums.nesdev.com/viewtopic.php?p=85060#p85060
Hue Preserve Clip functions ported from Drag's Palette Generator
http://drag.wootest.net/misc/palgen.html
http://drag.wootest.n../misc/shaders/palgen.html
Use with Nestopia or FCEUmm libretro cores with the palette set to 'raw'.
*/

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@ -1,5 +1,5 @@
shaders = "6"
shader0 = "../misc/ntsc-colors.slang"
shader0 = "../misc/shaders/ntsc-colors.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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@ -1,5 +1,5 @@
shaders = "6"
shader0 = "../misc/ntsc-colors.slang"
shader0 = "../misc/shaders/ntsc-colors.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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@ -1,5 +1,5 @@
shaders = "6"
shader0 = "../misc/ntsc-colors.slang"
shader0 = "../misc/shaders/ntsc-colors.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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@ -1,5 +1,5 @@
shaders = "6"
shader0 = "../misc/ntsc-colors.slang"
shader0 = "../misc/shaders/ntsc-colors.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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@ -10,7 +10,7 @@
shaders = "8"
shader0 = "../misc/grade.slang"
shader0 = "../misc/shaders/grade.slang"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"

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@ -1,5 +1,5 @@
shaders = "13"
shader0 = "../misc/grade.slang"
shader0 = "../misc/shaders/grade.slang"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""

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@ -6,7 +6,7 @@ mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = ../misc/image-adjustment.slang
shader1 = ../misc/shaders/shaders/image-adjustment.slang
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "CRTPASS"

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@ -1,6 +1,6 @@
shaders = "3"
shader0 = ../nes_raw_palette/shaders/nes-color-decoder.slang
shader1 = ../misc/colorimetry.slang
shader1 = ../misc/shaders/colorimetry.slang
shader2 = ../interpolation/shaders/pixellate.slang
filter_linear0 = "false"

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@ -1,6 +1,6 @@
shaders = "2"
shader0 = "../misc/image-adjustment.slang"
shader0 = "../misc/shaders/shaders/image-adjustment.slang"
shader1 = "../handheld/shaders/retro-v2.slang"
filter_linear0 = "false"

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@ -48,7 +48,7 @@ scale_type7 = source
scale7 = 3.0
alias7 = sfxp7
shader8 = ../misc/image-adjustment.slang
shader8 = ../misc/shaders/shaders/image-adjustment.slang
filter_linear8 = false
scale_type8 = source
scale8 = 1.0
@ -84,7 +84,7 @@ filter_linear14 = true
scale_type14 = source
scale14 = 1.0
shader15 = ../misc/ntsc-colors.slang
shader15 = ../misc/shaders/ntsc-colors.slang
filter_linear15 = false
scale_type15 = source
scale15 = 1.0

View file

@ -48,7 +48,7 @@ scale_type7 = source
scale7 = 3.0
alias7 = sfxp7
shader8 = ../misc/image-adjustment.slang
shader8 = ../misc/shaders/shaders/image-adjustment.slang
filter_linear8 = false
scale_type8 = source
scale8 = 1.0

View file

@ -2,8 +2,8 @@
shaders = "3"
shader0 = "../../crt/shaders/tvout-tweaks.slang"
shader1 = "../../misc/image-adjustment.slang"
shader2 = "../../misc/interlacing.slang"
shader1 = "../../misc/shaders/shaders/image-adjustment.slang"
shader2 = "../../misc/shaders/shaders/interlacing.slang"
scale_type_x0 = "viewport"
scale_x0 = "1.000000"

View file

@ -3,8 +3,8 @@
shaders = "4"
shader0 = "../../nes_raw_palette/shaders/nes-color-decoder.slang"
shader1 = "../../crt/shaders/tvout-tweaks.slang"
shader2 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/interlacing.slang"
shader2 = "../../misc/shaders/shaders/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/interlacing.slang"
scale_type0 = source
scale0 = 1.0

View file

@ -25,10 +25,10 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
shader4 = "../../misc/interlacing.slang"
shader4 = "../../misc/shaders/shaders/interlacing.slang"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;percent"
TVOUT_RESOLUTION = "512.000000"

View file

@ -25,10 +25,10 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
shader4 = "../../misc/interlacing.slang"
shader4 = "../../misc/shaders/shaders/interlacing.slang"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;percent"
TVOUT_RESOLUTION = "512.000000"

View file

@ -25,10 +25,10 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
shader4 = "../../misc/interlacing.slang"
shader4 = "../../misc/shaders/shaders/interlacing.slang"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;percent"
TVOUT_RESOLUTION = "512.000000"

View file

@ -25,10 +25,10 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
shader4 = "../../misc/interlacing.slang"
shader4 = "../../misc/shaders/shaders/interlacing.slang"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;percent"
TVOUT_RESOLUTION = "512.000000"

View file

@ -25,10 +25,10 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
shader4 = "../../misc/interlacing.slang"
shader4 = "../../misc/shaders/shaders/interlacing.slang"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;percent"
TVOUT_RESOLUTION = "512.000000"

View file

@ -25,10 +25,10 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
shader4 = "../../misc/interlacing.slang"
shader4 = "../../misc/shaders/shaders/interlacing.slang"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;percent"
TVOUT_RESOLUTION = "512.000000"

View file

@ -25,10 +25,10 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
shader4 = "../../misc/interlacing.slang"
shader4 = "../../misc/shaders/shaders/interlacing.slang"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;percent"
TVOUT_RESOLUTION = "512.000000"

View file

@ -25,10 +25,10 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
shader4 = "../../misc/interlacing.slang"
shader4 = "../../misc/shaders/shaders/interlacing.slang"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;percent"
TVOUT_RESOLUTION = "512.000000"

View file

@ -3,8 +3,8 @@ shader0 = ../../nes_raw_palette/shaders/nes-color-decoder.slang
shader1 = ../../ntsc/shaders/ntsc-pass1-composite-3phase.slang
shader2 = ../../ntsc/shaders/ntsc-pass2-3phase.slang
shader3 = ../../crt/shaders/tvout-tweaks.slang
shader4 = ../../misc/image-adjustment.slang
shader5 = ../../misc/interlacing.slang
shader4 = ../../misc/shaders/shaders/image-adjustment.slang
shader5 = ../../misc/shaders/shaders/interlacing.slang
filter_linear0 = false
filter_linear1 = false

View file

@ -2,9 +2,9 @@
shaders = "4"
shader0 = "../../crt/shaders/tvout-tweaks.slang"
shader1 = "../../misc/image-adjustment.slang"
shader1 = "../../misc/shaders/shaders/image-adjustment.slang"
shader2 = "../../windowed/shaders/jinc2.slang"
shader3 = "../../misc/interlacing.slang"
shader3 = "../../misc/shaders/shaders/interlacing.slang"
scale_type_x0 = "source"
scale_x0 = "2.000000"

View file

@ -3,7 +3,7 @@
shaders = "3"
shader0 = "../../nes_raw_palette/shaders/nes-color-decoder.slang"
shader1 = "../../crt/shaders/tvout-tweaks.slang"
shader2 = "../../misc/image-adjustment.slang"
shader2 = "../../misc/shaders/shaders/image-adjustment.slang"
scale_type0 = source
scale0 = 1.0

View file

@ -25,7 +25,7 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B"

View file

@ -25,7 +25,7 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B"

View file

@ -25,7 +25,7 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B"

View file

@ -25,7 +25,7 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B"

View file

@ -25,7 +25,7 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B"

View file

@ -25,7 +25,7 @@ scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../../misc/image-adjustment.slang"
shader3 = "../../misc/shaders/shaders/image-adjustment.slang"
float_framebuffer3 = "false"
parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B"

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