From 607c0979bbc9405a724c6ff288659afe7540979a Mon Sep 17 00:00:00 2001 From: Tim McCabe Date: Fri, 22 Sep 2023 10:38:37 -0400 Subject: [PATCH 1/2] Add BACKGROUND_INTENSITY to gbc-color --- .../shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang | 7 ++++++- handheld/simpletex_lcd+gbc-color.slangp | 3 ++- 2 files changed, 8 insertions(+), 2 deletions(-) diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang index 7492cda..ad178a3 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang @@ -40,6 +40,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -59,6 +62,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -67,6 +71,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -203,7 +208,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/simpletex_lcd+gbc-color.slangp b/handheld/simpletex_lcd+gbc-color.slangp index 6a859c3..d55f03b 100644 --- a/handheld/simpletex_lcd+gbc-color.slangp +++ b/handheld/simpletex_lcd+gbc-color.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.65" GRID_WIDTH = "0.65" GRID_BIAS = "0.6" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.05" +BACKGROUND_INTENSITY = "1.0" From 129604300dcd3e3814453153c7d30b613c032e38 Mon Sep 17 00:00:00 2001 From: Tim McCabe Date: Fri, 22 Sep 2023 10:49:22 -0400 Subject: [PATCH 2/2] Add BACKGROUND_INTENSITY to other simpletex shaders --- .../shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang | 7 ++++++- .../shaders/simpletex_lcd/simpletex_lcd+gba-color.slang | 7 ++++++- .../shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang | 7 ++++++- handheld/shaders/simpletex_lcd/simpletex_lcd-4k.slang | 7 ++++++- handheld/shaders/simpletex_lcd/simpletex_lcd.slang | 7 ++++++- .../simpletex_lcd/simpletex_lcd_720p+gba-color.slang | 7 ++++++- .../simpletex_lcd/simpletex_lcd_720p+gbc-color.slang | 7 ++++++- handheld/shaders/simpletex_lcd/simpletex_lcd_720p.slang | 7 ++++++- handheld/simpletex_lcd+gba-color-4k.slangp | 3 ++- handheld/simpletex_lcd+gba-color.slangp | 3 ++- handheld/simpletex_lcd+gbc-color-4k.slangp | 3 ++- handheld/simpletex_lcd-4k.slangp | 3 ++- handheld/simpletex_lcd.slangp | 3 ++- handheld/simpletex_lcd_720p+gba-color.slangp | 3 ++- handheld/simpletex_lcd_720p+gbc-color.slangp | 3 ++- handheld/simpletex_lcd_720p.slangp | 3 ++- 16 files changed, 64 insertions(+), 16 deletions(-) diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang index 8a86523..9a9073f 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang @@ -40,6 +40,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -59,6 +62,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -67,6 +71,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -203,7 +208,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color.slang index 8a4615e..9c6667e 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color.slang @@ -40,6 +40,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -59,6 +62,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -67,6 +71,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -203,7 +208,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang index 5813c72..c01ef32 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang @@ -40,6 +40,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -59,6 +62,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -67,6 +71,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -203,7 +208,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd-4k.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd-4k.slang index c2c2ba9..557a72c 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd-4k.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd-4k.slang @@ -36,6 +36,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -55,6 +58,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -63,6 +67,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -181,7 +186,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd.slang index 24acadc..1cb2595 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd.slang @@ -36,6 +36,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -55,6 +58,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.05 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.05 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -63,6 +67,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -181,7 +186,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gba-color.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gba-color.slang index 7d04da0..8efe68f 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gba-color.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gba-color.slang @@ -41,6 +41,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -60,6 +63,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -68,6 +72,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -195,7 +200,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gbc-color.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gbc-color.slang index 903d5cd..28b23f9 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gbc-color.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gbc-color.slang @@ -41,6 +41,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -60,6 +63,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -68,6 +72,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -195,7 +200,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p.slang index 92e344c..c419b25 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p.slang @@ -38,6 +38,9 @@ > DARKEN_COLOUR: Simply darkens pixel colours (effectively lowers gamma level of pixels) - 0.0: Colours are normal - 2.0: Colours are too dark... + > BACKGROUND_INTENSITY: Adjusts how prominent the paper background texture is + - 0.0: No background texture + - 1.0: Background texture is clearly visible This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free @@ -57,6 +60,7 @@ #pragma parameter GRID_BIAS "Grid Bias" 0.5 0.0 1.0 0.01 #pragma parameter DARKEN_GRID "Darken Grid" 0.0 0.0 1.0 0.01 #pragma parameter DARKEN_COLOUR "Darken Colours" 0.0 0.0 2.0 0.01 +#pragma parameter BACKGROUND_INTENSITY "Background Intensity" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { @@ -65,6 +69,7 @@ layout(push_constant) uniform Push float GRID_BIAS; float DARKEN_GRID; float DARKEN_COLOUR; + float BACKGROUND_INTENSITY; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; @@ -174,7 +179,7 @@ void main() // Note: Have to calculate luminosity a second time... tiresome, but // it's not a particulary expensive operation... luma = (LUMA_R * colour.r) + (LUMA_G * colour.g) + (LUMA_B * colour.b); - colour.rgb = mix(colour.rgb, bgTexture.rgb, luma); + colour.rgb = mix(colour.rgb, bgTexture.rgb, luma * registers.BACKGROUND_INTENSITY); FragColor = vec4(colour.rgb, 1.0); } diff --git a/handheld/simpletex_lcd+gba-color-4k.slangp b/handheld/simpletex_lcd+gba-color-4k.slangp index c10bd8b..db6371b 100644 --- a/handheld/simpletex_lcd+gba-color-4k.slangp +++ b/handheld/simpletex_lcd+gba-color-4k.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.65" GRID_WIDTH = "0.65" GRID_BIAS = "0.6" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.05" +BACKGROUND_INTENSITY = "1.0" diff --git a/handheld/simpletex_lcd+gba-color.slangp b/handheld/simpletex_lcd+gba-color.slangp index f117083..ffb81a3 100644 --- a/handheld/simpletex_lcd+gba-color.slangp +++ b/handheld/simpletex_lcd+gba-color.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.65" GRID_WIDTH = "0.65" GRID_BIAS = "0.6" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.05" +BACKGROUND_INTENSITY = "1.0" diff --git a/handheld/simpletex_lcd+gbc-color-4k.slangp b/handheld/simpletex_lcd+gbc-color-4k.slangp index 4ab323c..dd61330 100644 --- a/handheld/simpletex_lcd+gbc-color-4k.slangp +++ b/handheld/simpletex_lcd+gbc-color-4k.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.65" GRID_WIDTH = "0.65" GRID_BIAS = "0.6" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.05" +BACKGROUND_INTENSITY = "1.0" diff --git a/handheld/simpletex_lcd-4k.slangp b/handheld/simpletex_lcd-4k.slangp index aba9b66..1b65f18 100644 --- a/handheld/simpletex_lcd-4k.slangp +++ b/handheld/simpletex_lcd-4k.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.65" GRID_WIDTH = "0.65" GRID_BIAS = "0.6" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.05" +BACKGROUND_INTENSITY = "1.0" diff --git a/handheld/simpletex_lcd.slangp b/handheld/simpletex_lcd.slangp index 6aa56ad..21e41b8 100644 --- a/handheld/simpletex_lcd.slangp +++ b/handheld/simpletex_lcd.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.65" GRID_WIDTH = "0.65" GRID_BIAS = "0.6" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.05" +BACKGROUND_INTENSITY = "1.0" diff --git a/handheld/simpletex_lcd_720p+gba-color.slangp b/handheld/simpletex_lcd_720p+gba-color.slangp index 1e29150..cfe8fb9 100644 --- a/handheld/simpletex_lcd_720p+gba-color.slangp +++ b/handheld/simpletex_lcd_720p+gba-color.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.72" GRID_WIDTH = "0.94" GRID_BIAS = "0.80" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.10" +BACKGROUND_INTENSITY = "1.0" diff --git a/handheld/simpletex_lcd_720p+gbc-color.slangp b/handheld/simpletex_lcd_720p+gbc-color.slangp index e4bc2fc..09b5fd8 100644 --- a/handheld/simpletex_lcd_720p+gbc-color.slangp +++ b/handheld/simpletex_lcd_720p+gbc-color.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.72" GRID_WIDTH = "0.94" GRID_BIAS = "0.80" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.10" +BACKGROUND_INTENSITY = "1.0" diff --git a/handheld/simpletex_lcd_720p.slangp b/handheld/simpletex_lcd_720p.slangp index a94f60f..2dd77db 100644 --- a/handheld/simpletex_lcd_720p.slangp +++ b/handheld/simpletex_lcd_720p.slangp @@ -14,9 +14,10 @@ textures = "BACKGROUND" BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png" BACKGROUND_linear = false -parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR" +parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR;BACKGROUND_INTENSITY" GRID_INTENSITY = "0.72" GRID_WIDTH = "0.94" GRID_BIAS = "0.80" DARKEN_GRID = "0.0" DARKEN_COLOUR = "0.10" +BACKGROUND_INTENSITY = "1.0"