# IMPORTANT: # Shader passes need to know details about the image in the mask_texture LUT # files, so set the following constants in user-preset-constants.h accordingly: # 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's) # 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's) # 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's) # 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1]) # 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1]) # 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1]) # Shader passes also need to know certain scales set in this preset, but their # compilation model doesn't currently allow the preset file to tell them. Make # sure to set the following constants in user-preset-constants.h accordingly too: # 1.) bloom_approx_scale_x = scale_x2 # 2.) mask_resize_viewport_scale = vec2(scale_x6, scale_y5) # Finally, shader passes need to know the value of geom_max_aspect_ratio used to # calculate scale_y5 (among other values): # 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5) shaders = "12" # Set an identifier, filename, and sampling traits for the phosphor mask texture. # Load an aperture grille, slot mask, and an EDP shadow mask, and load a small # non-mipmapped version and a large mipmapped version. # TODO: Test masks in other directories. textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large" mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png" mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png" mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png" mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png" mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png" mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png" mask_grille_texture_small_wrap_mode = "repeat" mask_grille_texture_large_wrap_mode = "repeat" mask_slot_texture_small_wrap_mode = "repeat" mask_slot_texture_large_wrap_mode = "repeat" mask_shadow_texture_small_wrap_mode = "repeat" mask_shadow_texture_large_wrap_mode = "repeat" mask_grille_texture_small_linear = "true" mask_grille_texture_large_linear = "true" mask_slot_texture_small_linear = "true" mask_slot_texture_large_linear = "true" mask_shadow_texture_small_linear = "true" mask_shadow_texture_large_linear = "true" mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks # Pass0: Linearize the input based on CRT gamma and bob interlaced fields. # (Bobbing ensures we can immediately blur without getting artifacts.) shader0 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang" alias0 = "ORIG_LINEARIZED" filter_linear0 = "false" scale_type0 = "source" scale0 = "1.0" srgb_framebuffer0 = "true" # Pass1: Resample interlaced (and misconverged) scanlines vertically. # Separating vertical/horizontal scanline sampling is faster: It lets us # consider more scanlines while calculating weights for fewer pixels, and # it reduces our samples from vertical*horizontal to vertical+horizontal. # This has to come right after ORIG_LINEARIZED, because there's no # "original_source" scale_type we can use later. shader1 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang" alias1 = "VERTICAL_SCANLINES" filter_linear1 = "true" scale_type_x1 = "source" scale_x1 = "1.0" scale_type_y1 = "viewport" scale_y1 = "1.0" #float_framebuffer1 = "true" srgb_framebuffer1 = "true" # Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and # account for convergence offsets. We want to blur a predictable portion of the # screen to match the phosphor bloom, and absolute scale works best for # reliable results with a fixed-size bloom. Picking a scale is tricky: # a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough # to blur high-res/interlaced sources but high enough that resampling # doesn't smear low-res sources too much. # b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and # the only noticeable visual difference is a larger halation spread (which # may be a good thing for people who like to crank it up). # Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's # *intended* for an ~4:3 aspect ratio). shader2 = "shaders/crt-royale/src/crt-royale-bloom-approx.slang" alias2 = "BLOOM_APPROX" filter_linear2 = "true" scale_type2 = "absolute" scale_x2 = "320" scale_y2 = "240" srgb_framebuffer2 = "true" # Pass3: Vertically blur the input for halation and refractive diffusion. # Base this on BLOOM_APPROX: This blur should be small and fast, and blurring # a constant portion of the screen is probably physically correct if the # viewport resolution is proportional to the simulated CRT size. shader3 = "../blurs/blur9fast-vertical.slang" filter_linear3 = "true" scale_type3 = "source" scale3 = "1.0" srgb_framebuffer3 = "true" # Pass4: Horizontally blur the input for halation and refractive diffusion. # Note: Using a one-pass 9x9 blur is about 1% slower. shader4 = "../blurs/blur9fast-horizontal.slang" alias4 = "HALATION_BLUR" filter_linear4 = "true" scale_type4 = "source" scale4 = "1.0" srgb_framebuffer4 = "true" # Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute # scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales # will blur, and smaller scales could get nasty. The vertical size must be # based on the viewport size and calculated carefully to avoid artifacts later. # First calculate the minimum number of mask tiles we need to draw. # Since curvature is computed after the scanline masking pass: # num_resized_mask_tiles = 2.0; # If curvature were computed in the scanline masking pass (it's not): # max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0); # max_mask_tile_border = max_mask_texel_border/ # (min_resized_phosphor_triad_size * mask_triads_per_tile); # num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0); # At typical values (triad_size >= 2.0, mask_triads_per_tile == 8): # num_resized_mask_tiles = ~3.8 # Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio # to relate them to vertical resolution. The widest we expect is: # geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this! # The fewer triads we tile across the screen, the larger each triad will be as a # fraction of the viewport size, and the larger scale_y5 must be to draw a full # num_resized_mask_tiles. Therefore, we must decide the smallest number of # triads we'll guarantee can be displayed on screen. We'll set this according # to 3-pixel triads at 768p resolution (the lowest anyone's likely to use): # min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333 # Now calculate the viewport scale that ensures we can draw resized_mask_tiles: # min_scale_x = resized_mask_tiles * mask_triads_per_tile / # min_allowed_viewport_triads # scale_y5 = geom_max_aspect_ratio * min_scale_x # # Some code might depend on equal scales: # scale_x6 = scale_y5 # Given our default geom_max_aspect_ratio and min_allowed_viewport_triads: # scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625 # IMPORTANT: The scales MUST be calculated in this way. If you wish to change # geom_max_aspect_ratio, update that constant in user-preset-constants.h! shader5 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang" filter_linear5 = "true" scale_type_x5 = "absolute" scale_x5 = "64" scale_type_y5 = "viewport" scale_y5 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size #srgb_framebuffer5 = "false" # mask_texture is already assumed linear # Pass6: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5. # TODO: Check again if the shaders actually require equal scales. shader6 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang" alias6 = "MASK_RESIZE" filter_linear6 = "false" scale_type_x6 = "viewport" scale_x6 = "0.0625" scale_type_y6 = "source" scale_y6 = "1.0" #srgb_framebuffer6 = "false" # mask_texture is already assumed linear # Pass7: Resample (misconverged) scanlines horizontally, apply halation, and # apply the phosphor mask. shader7 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang" alias7 = "MASKED_SCANLINES" filter_linear7 = "true" # This could just as easily be nearest neighbor. scale_type7 = "viewport" scale7 = "1.0" #float_framebuffer7 = "true" srgb_framebuffer7 = "true" # Pass 8: Compute a brightpass. This will require reading the final mask. shader8 = "shaders/crt-royale/src/crt-royale-brightpass.slang" alias8 = "BRIGHTPASS" filter_linear8 = "true" # This could just as easily be nearest neighbor. scale_type8 = "viewport" scale8 = "1.0" srgb_framebuffer8 = "true" # Pass 9: Blur the brightpass vertically shader9 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang" filter_linear9 = "true" # This could just as easily be nearest neighbor. scale_type9 = "source" scale9 = "1.0" srgb_framebuffer9 = "true" # Pass 10: Blur the brightpass horizontally and combine it with the dimpass: shader10 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang" filter_linear10 = "true" scale_type10 = "source" scale10 = "1.0" srgb_framebuffer10 = "true" # Pass 11: Compute curvature/AA: shader11 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang" filter_linear11 = "true" scale_type11 = "viewport" mipmap_input11 = "true" texture_wrap_mode11 = "clamp_to_edge"