shaders = 7 shader0 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang scale_type0 = source scale_x0 = 4.0 filter_linear0 = false scale_y0 = 1.0 float_framebuffer0 = true shader1 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang scale_type1 = source scale_x1 = 0.5 scale_y1 = 1.0 filter_linear1 = true shader2 = ../crt/shaders/geom-deluxe/phosphor_apply.slang alias2 = internal1 shader3 = ../crt/shaders/geom-deluxe/phosphor_update.slang alias3 = phosphor shader4 = ../crt/shaders/geom-deluxe/gaussx.slang filter_linear4 = true alias4 = internal2 shader5 = ../crt/shaders/geom-deluxe/gaussy.slang filter_linear5 = true alias5 = blur_texture shader6 = ../crt/shaders/geom-deluxe/crt-geom-deluxe.slang filter_linear6 = true mipmap_input6 = true # ntsc-adaptive # These settings are meant to get correct looking transparencies and # dithering when emulating systems that rely on NTSC composite artifact # colors (like Sega Genesis/Mega Drive) without actually introducing # composite motion artifacts. quality = -1.0 ntsc_fields = 1.0 ntsc_phase = "2.0" cust_fringing = "1.00" cust_artifacting = "2.30" # crt-geom-deluxe textures = "aperture;slot;delta" delta = ../crt/shaders/geom-deluxe/masks/delta_2_4x1_rgb.png delta_filter_linear = true delta_repeat_mode = repeat slot = ../crt/shaders/geom-deluxe/masks/slot_2_5x4_bgr.png slot_filter_linear = true slot_repeat_mode = repeat aperture = ../crt/shaders/geom-deluxe/masks/aperture_2_4_rgb.png aperture_filter_linear = true aperture_repeat_mode = repeat curvature = "0.0" cornersmooth = "170.0" scanline_weight = "0.40" geom_lum = "0.25" halation = "0.05"