/* Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com Incorporates much great feedback from the libretro forum, and thanks to Hunterk who helped me get started See more at the libretro forum https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates 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 Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see [http://www.gnu.org/licenses/]. */ #pragma parameter HSM_CRT_SCREEN_BLEND_MODE " CRT POTATO Blend Mode - OFF | NORMAL | ADD (Backdrop)" 1 0 2 1 float HSM_CRT_SCREEN_BLEND_MODE = global.HSM_CRT_SCREEN_BLEND_MODE; //--------------------------------------------------------------------------------------------------- // BASIC BACKGROUND IMAGE LAYER //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_BASIC_BG_IMG_TITLE "[ POTATO BACKGROUND IMAGE LAYER ]:" 0 0 0.01 0.01 #pragma parameter HSM_POTATO_SHOW_BG_OVER_SCREEN " Show BG: 0:UNDER SCREEN | 1:OVER SCREEN" 1 0 1 1 float HSM_POTATO_SHOW_BG_OVER_SCREEN = global.HSM_POTATO_SHOW_BG_OVER_SCREEN; #pragma parameter HSM_BG_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 1 -1 3 1 float HSM_BG_BLEND_MODE = global.HSM_BG_BLEND_MODE; #pragma parameter HSM_POTATO_COLORIZE_CRT_WITH_BG " Colorize CRT with BG" 0 0 100 1 float HSM_POTATO_COLORIZE_CRT_WITH_BG = global.HSM_POTATO_COLORIZE_CRT_WITH_BG / 100; #pragma parameter HSM_POTATO_COLORIZE_BRIGHTNESS " Colorize Brightness" 100 0 1000 10 float HSM_POTATO_COLORIZE_BRIGHTNESS = global.HSM_POTATO_COLORIZE_BRIGHTNESS / 100; #pragma parameter HSM_BG_OPACITY " Opacity" 100 0 100 0.1 float HSM_BG_OPACITY = global.HSM_BG_OPACITY / 100; #pragma parameter HSM_BG_BRIGHTNESS " Brightness" 100 0 200 1 float HSM_BG_BRIGHTNESS = global.HSM_BG_BRIGHTNESS / 100;