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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Added Viewsonic SuperClear A90f+ simulation Added numerous shadow masks
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hdr/crt-viewsonic-A90f+-4k-hdr.slangp
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hdr/crt-viewsonic-A90f+-4k-hdr.slangp
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#reference "crt-viewsonic-superclear-4k-hdr.slangp"
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hdr/crt-viewsonic-superclear-4k-hdr.slangp
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hdr/crt-viewsonic-superclear-4k-hdr.slangp
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/*
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A shader that specifically tries to emulate Viewsonic SuperClear monitor's with an shadow mask screen but with full brightness.
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The novel thing about this shader is that it transforms the image output by the 'console/arcade/computer' into HDR space first i.e brightens it first and then applies
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an shadow mask afterwards which is kind of what a CRT would actually do - its kind of a kin to the electron beam (but nothing like it lol).
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My DisplayHDR 600 monitor does seem to get reasonably close to the brightness of my PVM - its not quite there but its close. I think DisplayHDR 1000 and above will be able to match.
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Currently defaults towards a Viewsonic A90f+.
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To use:
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Please Enable HDR in RetroArch 1.10+
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
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Also try to use a integer scaling - its just better - overscaling is fine/great.
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This shader doesn't do any geometry warping or bouncing of light around inside the screen - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
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Works only with the D3D11/D3D12/Vulkan drivers currently
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD-OLED or LCD (and variants thereof screens are fine)
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*/
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shaders = "1"
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feedback_pass = "0"
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shader0 = "shaders/crt-shadow-mask-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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PaperWhiteNits = "400.000000"
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RedConvergence = "0.000000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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RedScanlineMin = "0.5000000"
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RedScanlineMax = "1.000000"
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RedScanlineAttack = "0.350000"
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GreenScanlineMin = "0.550000"
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GreenScanlineMax = "1.000000"
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GreenScanlineAttack = "0.350000"
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BlueScanlineMin = "0.550000"
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BlueScanlineMax = "1.000000"
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BlueScanlineAttack = "0.350000"
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RedBeamSharpness = "1.200000"
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RedBeamAttack = "0.5000000"
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GreenBeamSharpness = "1.200000"
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GreenBeamAttack = "0.500000"
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BlueBeamSharpness = "1.200000"
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BlueBeamAttack = "0.500000"
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@ -36,10 +36,18 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RG
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layout(push_constant) uniform Push
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{
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#include "include\user_properties.h"
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float CRTResolution;
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#include "include\developer_properties.h"
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} params;
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#include "include\user_parameters.h"
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#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
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#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
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#include "include\developer_parameters.h"
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -36,10 +36,18 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RG
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layout(push_constant) uniform Push
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{
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#include "include\user_properties.h"
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float ShadowMaskPattern;
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#include "include\developer_properties.h"
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} params;
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#include "include\user_parameters.h"
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#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
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#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter ShadowMaskPattern " Shadow Mask: Fine/2x1/1x2/Diagonal/Coarse/8K Coarse" 0.0 0.0 5.0 1.0
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#include "include\developer_parameters.h"
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -88,65 +96,96 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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#define kWhite vec3(1.0, 1.0, 1.0)
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#define kBGRAxis 2
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#define kTVLAxis 3
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#define kPatternAxis 6
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#define kResolutionAxis 2
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#define kMaxMaskSize 8
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#define kMaxShadowSize 2
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#define kMaxMaskSize 12
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#define kMaxShadowSize 8
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#define kMaxGridSize 2
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#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMGCRYB { kMagenta, kGreen, kCyan, kRed, kYellow, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRYBMGC { kRed, kYellow, kBlue, kMagenta, kGreen, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRYCB { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kCBRY { kCyan, kBlue, kRed, kYellow, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kXRGB { kBlack, kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kXBGR { kBlack, kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRBG { kRed, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGRB { kGreen, kRed, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kYCM { kCyan, kYellow, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMYC { kMagenta, kCyan, kYellow, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kCMY { kYellow, kMagenta, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kXRYCB { kBlack, kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
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#define kXBCYR { kBlack, kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
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#define kGBRGBR { kGreen, kBlue, kRed, kGreen, kBlue, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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// TODO: #define kGBRGBR { kGreen, kBlue, kRed, kGreen, kBlue, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack }
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#define kGYRMBC { kGreen, kYellow, kRed, kMagenta, kBlue, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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// TODO: #define kGYRMBC { kGreen, kYellow, kRed, kMagenta, kBlue, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kXRRGGBB { kBlack, kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
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#define kXBBGGRR { kBlack, kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
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#define kMBCGYR { kMagenta, kBlue, kCyan, kGreen, kYellow, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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// TODO: #define kMBCGYR { kMagenta, kBlue, kCyan, kGreen, kYellow, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG_GM { kMG, kGM }
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#define kGM_MG { kGM, kMG }
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#define kGRRBBG { kGreen, kRed, kRed, kBlue, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBBGGRR { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR_BGR { kBGR, kRGB }
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#define kRGB_RGB { kRGB, kBGR }
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#define kGBBRRG { kGreen, kBlue, kBlue, kRed, kRed, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRRGGBB { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX_BGRX { kRGBX, kXRGB }
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#define kBGRX_RGBX { kBGRX, kXBGR }
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#define kGGRRRRBBBBGG { kGreen, kGreen, kRed, kRed, kRed, kRed, kBlue, kBlue, kBlue, kBlue, kGreen, kGreen }
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#define kBBBBGGGGRRRR { kBlue, kBlue, kBlue, kBlue, kGreen, kGreen, kGreen, kGreen, kRed, kRed, kRed, kRed }
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#define kRYCBX_BCYRX { kRYCBX, kXRYCB }
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#define kBCYRX_RYCBX { kBCYRX, kXBCYR }
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#define kGGBBBBRRRRGG { kGreen, kGreen, kBlue, kBlue, kBlue, kBlue, kRed, kRed, kRed, kRed, kGreen, kGreen }
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#define kRRRRGGGGBBBB { kRed, kRed, kRed, kRed, kGreen, kGreen, kGreen, kGreen, kBlue, kBlue, kBlue, kBlue }
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#define kRRGGBBX_BBGGRRX { kRRGGBBX, kXRRGGBB }
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#define kBBGGRRX_RRGGBBX { kBBGGRRX, kXBBGGRR }
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#define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGM_MG { kGM, kMG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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const uint kPhosphorMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
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#define kBGR_RBG_GRB { kBGR, kRBG, kGRB, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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// TODO: #define kBGR_RBG { kBGR, kRBG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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const vec3 kPhosphorMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxShadowSize][kMaxMaskSize] = {
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{ // 4K
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{ kRGBX_BGRX, kBGRX_RGBX }, // 600 TVL
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{ kBGR_BGR, kRGB_RGB }, // 800 TVL
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{ kMG_GM, kGM_MG } // 1000 TVL
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},
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{ // 8K
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{ kRRGGBBX_BBGGRRX, kBBGGRRX_RRGGBBX }, // 600 TVL
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{ kRYCBX_BCYRX, kBCYRX_RYCBX }, // 800 TVL
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{ kRGBX_BGRX, kBGRX_RGBX } // 1000 TVL
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}
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#define kYCM_MYC_CMY { kYCM, kMYC, kCMY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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// TODO: #define kBGR_RBG { kYCM, kMYC, kCMY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kMGMG_GMGM { kMG, kMG, kGM, kGM, kXXXX, kXXXX, kXXXX, kXXXX }
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// TODO: #define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGRRBBG_GRRBBG_BBGGRR_BBGGRR { kGRRBBG, kGRRBBG, kBBGGRR, kBBGGRR, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGBBRRG_GBBRRG_RRGGBB_RRGGBB { kGBBRRG, kGBBRRG, kRRGGBB, kRRGGBB, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
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#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
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#define kRYCB_kCBRY { kRYCB, kCBRY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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// TODO: #define kRYCB_kCBRY { kRYCB, kCBRY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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//#define kMGCRYB_RYBMGC { kMGCRYB, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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// TODO: #define kMGCRYB_RYBMGC { kMGCRYB, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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//#define kMGCRYB_MGCRYB_RYBMGC_RYBMGC { kMGCRYB, kMGCRYB, kRYBMGC, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX }
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// TODO: #define kMGCRYB_MGCRYB_RYBMGC_RYBMGC { kMGCRYB, kMGCRYB, kRYBMGC, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGBRGBR_GYRMBC_GBRGBR_MBCGYR { kGBRGBR, kGYRMBC, kGBRGBR, kMBCGYR, kXXXX, kXXXX, kXXXX, kXXXX }
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// TODO: #define kGBRGBR_GYRMBC_GBRGBR_MBCGYR { kGBRGBR, kGYRMBC, kGBRGBR, kMBCGYR, kXXXX, kXXXX, kXXXX, kXXXX }
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const uint kPhosphorMaskSize[kPatternAxis] = { 2, 2, 4, 3, 6, 12 }; // , 6, 6, 6
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const uint kShadowMaskSize[kPatternAxis] = { 2, 4, 2, 3, 4, 8, }; // , 2, 4, 4
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const vec3 kPhosphorMasks[kPatternAxis][kBGRAxis][kMaxShadowSize][kMaxMaskSize] = {
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{ kMG_GM, kGM_MG }, // Fine
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{ kMGMG_GMGM, kMGMG_GMGM },
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{ kRYCB_kCBRY, kRYCB_kCBRY },
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{ kBGR_RBG_GRB, kBGR_RBG_GRB }, // Coarse0
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//{ kYCM_MYC_CMY, kYCM_MYC_CMY },
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // Coarse1
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{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR, kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 8K
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// { kMGCRYB_RYBMGC, kMGCRYB_RYBMGC }, // Tile0
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// { kMGCRYB_MGCRYB_RYBMGC_RYBMGC, kMGCRYB_MGCRYB_RYBMGC_RYBMGC }, // Tile1
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// { kGBRGBR_GYRMBC_GBRGBR_MBCGYR, kGBRGBR_GYRMBC_GBRGBR_MBCGYR } // Tile2
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};
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float ModInteger(float a, float b)
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{
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uint lcd_subpixel_layout = uint(params.LCDSubpixel);
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uint crt_resolution = uint(params.CRTResolution);
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uint lcd_resolution = uint(params.LCDResolution);
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uint shadow_mask = uint(params.ShadowMaskPattern);
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uint shadow_y = uint(ModInteger(floor(current_position.y), kMaxShadowSize));
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uint shadow_y = uint(ModInteger(floor(current_position.y), kShadowMaskSize[shadow_mask]));
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uint mask = uint(ModInteger(floor(current_position.x), kPhosphorMaskSize[lcd_resolution][crt_resolution]));
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uint mask = uint(ModInteger(floor(current_position.x), kPhosphorMaskSize[shadow_mask]));
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scanline_colour *= kPhosphorMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][shadow_y][mask];
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scanline_colour *= kPhosphorMasks[shadow_mask][lcd_subpixel_layout][shadow_y][mask];
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}
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// HACK: To get maximum brightness we just set paper white luminance to max luminance
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@ -36,10 +36,18 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RG
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layout(push_constant) uniform Push
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{
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#include "include\user_properties.h"
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float CRTResolution;
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#include "include\developer_properties.h"
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} params;
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#include "include\user_parameters.h"
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#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
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#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
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#include "include\developer_parameters.h"
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -1,7 +1,4 @@
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#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
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#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
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#pragma parameter DeveloperSettings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter RedScanlineMin " Red Scanline Min" 0.50 0.0 2.0 0.01
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#pragma parameter RedScanlineMax " Red Scanline Max" 1.00 0.0 2.0 0.01
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@ -1,7 +1,6 @@
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// Developer Settings
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float CRTResolution;
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|
||||
// Vertical Settings
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||||
float RedScanlineMin;
|
||||
|
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Loading…
Reference in a new issue