// BEZEL STATIC CONFIG ############################################################################################## //The following defines the monitor frame resolution in textures/monitor_body_[curved/straight].png //and are used to calculate the sampling lod. //Change if you change the texture resolution or //you can comment it to let the shader calculates them at runtime (heavier). #define BEZEL_RES vec2(2923, 2178) //The following can slightly correct bezel aspect #define BEZEL_ASPECT_CORRECTION (1.0 - 0.004) //This is used to skip calculations in the reflection blur code. //set it to minimum value that allows you to see reflection entirely #define BEZEL_REFL_SKIP_SIZE 0.08 //This is the size (in 0..1 range) of the bezel texture that does //not include the center tube, including reflection area, and the shadow. //It is actually used to skip drawing game content under the bezel or //over its shadow. //Set it to the maximum size as long as you see the full game content //in the bezel. #define BEZEL_BORDER_SIZE vec2(0.07, 0.07) //This is the blank area or shadow size (one side, in percent) at the sides of the bezel as defined by the bezel texture //BEZEL_SHADOW_SIZE = max shadow or blank side size / bezel_texture_size. //It is used to skip drawing bg/fg or ambient light over the tube, set it to a value that allow for them to be //shown over the bezel blank/shadowed sides but not on the tube (ie: value too big) #define BEZEL_SHADOW_SIZE 0.06 //to speedup things, bezel rende logic can be completely skipped in the inner tube, if we //already know it is completely transparent. //Set the following to the maximum value that allow you to see //bezel borders and, if present in the source bezel texture, inner content/border shades #define BEZEL_TUBE_BLANK_SIZE 0.88 //In the second reflection pass, the coordinates are zoomedout by the //BEZEL_REFL_ZOOMOUT_ROOM so that the image is mirrored-repeated by retroarch. //they are adjusted by an inverse amount in final pass to align them //lowering this value makes more room for reflections, but this steals //pixels for reflection resolution, so make it higher as possible as //long as you can see the reflections on the reflective area without //them blanking or repeating. //Modifying it require you to tweak BEZEL_REFL_CORNER_BLANK_SIZE too. #define BEZEL_REFL_ZOOMOUT_ROOM 0.8 // Define the size and the smoothness of the rectangle // in the bezel corners that will hide and blur the reflections #define BEZEL_REFL_CORNER_BLANK_SIZE 0.091 #define BEZEL_REFL_CORNER_BLANK_SHADE 0.055 // keep it > 0.0 //When colorizing the bezel via ambient light, it is possible to choose where //the colorization ends. depending on the bezel texture/lut used, the following //parameter wil allow to colorize top/bottom and left/right border with the //same shade amount. #define AMBI_OVER_BEZEL_AR_CORRECTION 0.98 // AMBIENT LIGHT STATIC CONFIG ########################################################################################## // 0.0-1.0: sensitivity to scene change (ambilike stuff), 0.0 changes more #define AMBI_SCENE_CHG_THRSHLD 0.07 // The following will allow to sample at reduced interval // The scene change detection logic will take advantage of it // So that quick fades will still be treated as scene changes #define AMBI_AVGLUM_DIVIDER 4 // The following defines the speed of the color fades // when changing scene. (range 0..1) // It is wise to correlate it with avglum_divider // try between (1/avglum_divider) and (1/avglum_divider)/3 //#define AMBI_FAST_STEP 0.125 #define AMBI_FAST_STEP 0.25 // GLOW STATIC CONFIG ########################################################################################## //Setting the glow/halo sharpness parameter to this //will skip the blurring phase and lowers the gpu use //Set this to the same value as used for the maximum //of IN_GLOW_W/H, HALO_W/H #define GLOW_SHARP_MAX 7 //Minumum glow sharpness //I set this to allow negative values for glow sharpness //that will calc their values from light spread amount #define MIN_IN_GLOW_SHARP 0.40 //Setting glow to blur bias parameter to this //will skip the glow/blur mix codem and just return //the blurred image //Set this to the same value as used for the maximum //of IN_GLOW_BIAS #define IN_GLOW_BIAS_MAX 1.0 //Try to keep blur sizes consistent across input resolutions #define SCALEMOD_X 360 #define SCALEMOD_Y 270 #define NEW_SCALEMOD_X (params.OriginalSize.x/360.0 / 2.2) #define NEW_SCALEMOD_Y (params.OriginalSize.y/270.0 / 2.2) // When Glow sharpness is controlled by light spread amount // The following ratio is used, the lower, the blurrier: #define IN_GLOW_SHARPNESS_SPREAD_RATIO_W 0.8334 #define IN_GLOW_SHARPNESS_SPREAD_RATIO_H 2.0 // MISC STATIC CONFIG ########################################################################################## //Consider content interlaced if lines are more than this #define MIN_LINES_INTERLACED 380 //Static dithering applied over vignette and spot #define NOISEPOWER 5/1000.0 //Temporal noise strength applied over ambient lights #define NOISEPOWER_AMBI_MUL 13/1000.0 //Experimental alternating blanking feature has been disabled by default, you can enable it by //uncommenting the following line: //#define ALLOW_ALT_BLANK //Should texture wrapping be allowed as a shader parameter? //since it causes branching, better set it as a static value. #define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER //Gap size in pixel for 1X to 4X mask scaling: #define GAP_SIZE_PER_SCALE vec4(1.0, 1.0, 2.0, 2.0) // STATIC CONFIG ENDS HERE ########################################################################################## #define eps 1e-5 #define pi 3.141592653589793 #define TAU 6.28318530717958647693 #define alpha_mark 0.1 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; vec4 final_passSize; uint FrameCount; float SCANLINE_DARK; float VMASK_OVERWHITE ; float VMASK_DARKLINE_SCALE; float VMASK_GAP; float VMASK_USE_GM; float DRKLN_OVERWHITE ; float DARKLINES_VOFFSET ; float DARKLINES_PERIOD ; float HALO_W ; float HALO_H ; float HALO_POWER ; float HALO_GAMMA ; float HALO_VS_SCAN ; float DO_BLOOM ; //4 float BLOOM_QUALITY ; //1 } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 FinalViewportSize; vec4 in_glow_passSize; vec4 FXAA_passSize; //vec4 main_passSize; //vec4 monitor_bodySize; //vec4 bgSize; vec4 avglum_passSize; vec4 flick_and_noise_passSize; vec4 colortools_and_ntsc_passSize; float COLOR_MONO_COLORIZE; float COLOR_MONO_HUE1; float COLOR_MONO_HUE2; float COLOR_MONO_HUE_BIAS; float DO_SCANLINES; float DO_IN_GLOW; float DO_VMASK_AND_DARKLINES ; float VMASK_USE_DUMB; float MASK_COMPENSATION ; float DO_HALO ; float DO_CCORRECTION; float DO_ALT_BLANK; float IN_GLOW_BIAS ; float IN_GLOW_SPREAD ; float SCANLINES_BLEEDING ; float IN_GLOW_W; float IN_GLOW_H; float IN_GLOW_POWER; float IN_GLOW_GAMMA; float IN_GLOW_NTSC_ARTF_MULT; float IN_GLOW_NTSC_ARTF_TRSH; float IN_GLOW_SHOW_ARTF_MASK; float BLOOM_MIX; float BLOOM_EYE_ADPT_SRT; float BLOOM_EYE_INERTIA; float BLOOM_SIZE; float BLOOM_GAMMA; float BLOOM_BYPASS; float BLOOM_POWER; float BLOOM_OVER_WHITE; float BLOOM_GAMMA_OUT; float ALT_BLANK_STRENGTH; float ALT_BLANK_PERIOD; float DO_FXAA; float DO_SAT_BLEED; float SAT_BLEED_SIZE_LEFT; float SAT_BLEED_SIZE_RIGHT; float SAT_BLEED_FALLOFF; float SAT_BLEED_STRENGTH; float SAT_BLEED_PAL; float DO_NTSC_ARTIFACTS; float NTSC_FILTER_WIDTH; float NTSC_FILTER_SCF; float NTSC_FILTER_FC; float NTSC_MIX; float NTSC_PHASE_SHIFT; //float NTSC_DOT_CRAWL; float SCANLINE_FLICKERING ; //2 float SCANLINE_FLICKERING_POWER; float SCANLINE_DISABLE_ON_INTERLACE; float SCANLINE_MINMAX_GAMMA; float SCANLINE_SM_STRENGTH; float SCANLINE_SM_TYPE; float SCANLINE_SM_VOFFSET; float SCANLINE_MIN; float SCANLINE_MAX; float RGB_MASK_STRENGTH; float DARKLINES_STRENGTH; float GAMMA_OUT ; //1 float SATURATION; float LUMINANCE; float CONTRAST; float BRIGHTNESS; float TEMPERATURE; float DO_CURVATURE; float GEOM_WARP_X; float GEOM_WARP_Y; float GEOM_CUT_EARS; float GEOM_CORNER_SIZE; float GEOM_CORNER_SMOOTH; float DO_BEZEL; float BEZEL_R; float BEZEL_G; float BEZEL_B; float BEZEL_CON; float BEZEL_INNER_ZOOM; float BEZEL_FRAME_ZOOM; float BEZEL_USE_STRAIGHT; float BEZEL_RFL_BLR_SHD; float BEZEL_RFL_ZOOM; float BEZEL_REFL_STRENGTH; float BEZEL_DIFFUSION_STR; float BEZEL_SPCL_STRENGTH; float BEZEL_ROUGHNESS; float BEZEL_CORNER_DARK; float DO_SPOT; float S_POSITION; float S_SIZE; float S_POWER; float DO_VIGNETTE; float V_SIZE; float V_POWER; float DO_DYNZOOM; float DYNZOOM_FACTOR; float DO_AMBILIGHT; float AMBI_FALLOFF; float AMBI_POWER; float AMBI_OVER_BEZEL; float AMBI_OVER_BEZEL_SIZE; float AMBI_STEPS; float AMBI_BG_IMAGE_BLEND_MODE; float AMBI_BG_IMAGE_FORCE; float ASPECT_X; float ASPECT_Y; float DO_BG_IMAGE; float BG_IMAGE_OVER; float BG_IMAGE_OFFY; float BG_IMAGE_OFFX; float BG_IMAGE_ZOOM; float BG_IMAGE_ROTATION; float BG_IMAGE_NIGHTIFY; float BG_IMAGE_WRAP_MODE; float DO_SHIFT_RGB; float SHIFT_R; float SHIFT_G; float SHIFT_B; float OFFSET_STRENGTH; float DO_GLOBAL_SHZO; float GLOBAL_ZOOM; float GLOBAL_OFFX; float GLOBAL_OFFY; float DO_RF_NOISE; float RF_NOISE_STRENGTH; float DO_GAME_GEOM_OVERRIDE; float GAME_GEOM_INT_SCALE; float GAME_GEOM_INT_SCALE_MAX; float GAME_GEOM_ASPECT; float GAME_GEOM_VSHIFT; float GAME_GEOM_HSHIFT; float GAME_GEOM_ZOOM; float DO_TILT; float TILT_X; float TILT_Y; float TILT_BEZEL_K; float TILT_FOV; float DO_BACKDROP; float BACKDROP_OFFX; float BACKDROP_OFFY; float BACKDROP_ZOOM; float TATE; float DO_DOT_MATRIX; float DOT_M_G_SHARP; float DOT_M_G_TRESH; float DOT_M_G_STR; float DOT_M_G_BRT; float DOT_M_RGB_SHARP; float DOT_M_RGB_STR; float DOT_M_G_GAIN; float DOT_M_MBLUR_STR; float DOT_M_MBLUR_MODE; float DOT_M_MULTIPLY; float DOT_M_SHADOW_STR; float DOT_M_SHADOW_OFF; } global; // Color correction #pragma parameter DO_CCORRECTION "★ Color corrections enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter LUMINANCE " Luminance push (>1.0=clip)" 0.0 0.0 1.5 0.05 #pragma parameter BRIGHTNESS " Brightness in (0.0=off)" 0.0 -1.0 1.0 0.01 #pragma parameter CONTRAST " Contrast in (0.0=off)" 0.0 -1.0 1.0 0.01 #pragma parameter TEMPERATURE " Temperature in (6500=off)" 6500.0 3000 10000.0 50.0 #pragma parameter GAMMA_OUT " Gamma out" 0.69 0.1 4.0 0.01 #pragma parameter COLOR_MONO_COLORIZE " Monochrome screen colorization" 0.0 0.0 1.0 0.1 #pragma parameter COLOR_MONO_HUE1 " . Hue bright" 0.25 0.0 1.0 0.01 #pragma parameter COLOR_MONO_HUE2 " . Hue dark" 0.3 0.0 1.0 0.01 #pragma parameter COLOR_MONO_HUE_BIAS " . Hue bright-dark bias" 0.0 -2.0 2.0 0.01 #pragma parameter SATURATION " Saturation in (1.0=off)" 1.0 0.0 2.0 0.01 #pragma parameter BLANK1 " " 0.0 0.0 1.0 1.0 // FXAA // Apply an antialiasing filter via FXAA from Nvidia. #pragma parameter DO_FXAA "★ FXAA enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter BLANK2 " " 0.0 0.0 1.0 1.0 // NTSC color artifacting #pragma parameter DO_NTSC_ARTIFACTS "★ CVBS: NTSC color artifacts enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter NTSC_FILTER_WIDTH " Filter width" 17.0 5.0 21.0 4.0 #pragma parameter NTSC_FILTER_SCF " Subcarrier Frequency" 5.30 0.0 10.0 0.01 #pragma parameter NTSC_FILTER_FC " Frequency cutoff" 2.5 0.0 10.0 0.1 #pragma parameter NTSC_PHASE_SHIFT " Phase shift" 0.0 0.0 1.0 1.0 #pragma parameter NTSC_MIX " Strength" 0.5 0.0 3.0 0.1 #pragma parameter BLANK3 " " 0.0 0.0 1.0 1.0 // RF Noise #pragma parameter DO_RF_NOISE "★ RF Noise enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter RF_NOISE_STRENGTH " Strength" 0.05 0.0 1.0 0.005 #pragma parameter BLANK4 " " 0.0 0.0 1.0 1.0 // YIQ/YUV bandwidth limited chroma bleeding and NTSC color artifacts. #pragma parameter DO_SAT_BLEED "★ CVBS: Bandwidth limited chroma enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter SAT_BLEED_PAL " Use PAL colorspace, not NTSC" 0.0 0.0 1.0 1.0 #pragma parameter SAT_BLEED_STRENGTH " Strength" 1.0 0.0 5.0 0.01 #pragma parameter SAT_BLEED_SIZE_LEFT " Size Left" 5.0 1.0 40.0 1.0 #pragma parameter SAT_BLEED_SIZE_RIGHT " Size Right" 5.0 1.0 40.0 1.0 #pragma parameter SAT_BLEED_FALLOFF " Falloff" 1.7 1.0 2.0 0.01 #pragma parameter BLANK5 " " 0.0 0.0 1.0 1.0 //Offset RGB #pragma parameter DO_SHIFT_RGB "★ Deconvergence enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter OFFSET_STRENGTH " Strength" 0.6 0.0 1.0 0.05 #pragma parameter SHIFT_R " Red offset" -40.0 -210.0 189.0 1 #pragma parameter SHIFT_G " Green offset" 2.0 -210.0 189.0 1 #pragma parameter SHIFT_B " Blue offset" 40.0 -210.0 189.0 1 #pragma parameter BLANK6 " " 0.0 0.0 1.0 1.0 // Input Blur / light glowing #pragma parameter DO_IN_GLOW "★ Glow/Blur enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter IN_GLOW_POWER " Input signal strength" 1.0 0.0 5.0 0.05 #pragma parameter IN_GLOW_GAMMA " Input gamma, the higher, the less glow on dark colors" 1.0 1.0 10.0 0.1 #pragma parameter IN_GLOW_SPREAD " Glow spread amount" 0.6 0.0 4.0 0.05 #pragma parameter IN_GLOW_W " Sharpness X (0 = controlled by glow spread)" 2.5 0.0 7.0 0.05 #pragma parameter IN_GLOW_H " Sharpness Y (0 = controlled by glow spread)" 2.5 0.0 7.0 0.05 #pragma parameter IN_GLOW_BIAS " Glow to blur bias" 1.0 0.0 1.0 0.05 #pragma parameter IN_GLOW_NTSC_ARTF_MULT " Blur NTSC artifacts more" 0.0 0.0 8.0 0.01 #pragma parameter IN_GLOW_NTSC_ARTF_TRSH " Blur less NTSC artifacts (min treshold)" 1.0 0.0 1.0 0.01 #pragma parameter IN_GLOW_SHOW_ARTF_MASK " Show NTSC artifacts mask (debug)" 0.0 0.0 1.0 1.0 #pragma parameter BLANK7 " " 0.0 0.0 1.0 1.0 // Mask #pragma parameter DO_VMASK_AND_DARKLINES "★ Masks and/or Darklines enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter MASK_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.05 #pragma parameter VMASK_DARKLINE_SCALE " (HiDPI) Vmask and Darklines multiplier" 1.0 1.0 4.0 1.0 #pragma parameter RGB_MASK_STRENGTH " RGB Mask Strength (0.0 to disable)" 0.75 0.0 1.0 0.05 #pragma parameter VMASK_USE_GM " . Use LoDPI Green,Magenta -> RGB" 0.0 0.0 1.0 1.0 #pragma parameter VMASK_GAP " . Horizontal Gap between triads" 0.0 0.0 1.0 1.0 #pragma parameter VMASK_USE_DUMB " . Just draw gap" 0.0 0.0 1.0 1.0 #pragma parameter VMASK_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05 #pragma parameter DARKLINES_STRENGTH " Darklines strength (0.0 to disable)" 0.65 0.0 1.0 0.05 #pragma parameter DARKLINES_VOFFSET " . Offset" 1.0 0.0 1.0 1.0 #pragma parameter DARKLINES_PERIOD " . Height" 2.0 2.0 16.0 1.0 #pragma parameter DRKLN_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05 #pragma parameter BLANK9 " " 0.0 0.0 1.0 1.0 #pragma parameter TATE "★ Tate mode (1:auto 2:forced)" 0.0 0.0 2.0 1.0 #pragma parameter BLANK7a " " 0.0 0.0 1.0 1.0 // Scanlines #pragma parameter DO_SCANLINES "★ Scanlines enable? (NOT with dot matrix!) ==>" 0.0 0.0 1.0 1.0 #pragma parameter SCANLINE_MIN " Minimum height" 1.0 0.01 1.0 0.01 #pragma parameter SCANLINE_MAX " Maximum height" 0.5 0.05 1.0 0.01 #pragma parameter SCANLINE_MINMAX_GAMMA " Min->Max inertia" 1.0 0.0 4.0 0.1 #pragma parameter SCANLINE_DARK " Gap brightness" 0.0 -0.5 1.0 0.05 #pragma parameter SCANLINES_BLEEDING " Scanlines bleeding" 0.0 0.0 3.0 0.05 #pragma parameter SCANLINE_FLICKERING " Interlace Flicker (0=off,1=on,2=if interlaced)" 2.0 0.0 2.0 1.0 #pragma parameter SCANLINE_FLICKERING_POWER " Interlace Flicker power" 0.25 0.0 8.0 0.01 #pragma parameter SCANLINE_DISABLE_ON_INTERLACE " Disable on interlaced screen" 0.0 0.0 1.0 1.0 #pragma parameter BLANK11 " " 0.0 0.0 1.0 1.0 #pragma parameter SCANLINE_SM_TYPE " Slotmask type (disable (0) with darklines!)" 0.0 0.0 3.0 1.0 #pragma parameter SCANLINE_SM_STRENGTH " . Slotmask strength" 1.0 0.0 1.0 0.05 #pragma parameter SCANLINE_SM_VOFFSET " . Offset (type 1 only)" 45.0 0.0 158.0 1.0 #pragma parameter BLANK12 " " 0.0 0.0 1.0 1.0 // Dot matrix emulation #pragma parameter DO_DOT_MATRIX "★ Dot matrix emulation enable? (NOT with scanlines!) ==>" 0.0 0.0 1.0 1.0 #pragma parameter DOT_M_G_STR " Grid strength" 0.0 0.0 1.0 0.01 #pragma parameter DOT_M_G_TRESH " . Paint on bright (<0 on black)" 1.1 -1.1 1.1 0.01 #pragma parameter DOT_M_G_BRT " . Grid brightness" 0.0 0.0 1.0 0.01 #pragma parameter DOT_M_G_SHARP " . Grid sharpness" 2.0 0.0 20.0 0.25 #pragma parameter DOT_M_RGB_STR " RGB strength" 1.0 0.0 1.0 0.01 #pragma parameter DOT_M_RGB_SHARP " . RGB sharpness" 2.0 0.1 16.0 0.01 #pragma parameter DOT_M_G_GAIN " . RGB Green gain correction" 0.85 0.1 1.0 0.01 #pragma parameter DOT_M_MBLUR_STR " Refresh inertia" 0.45 0.0 0.9 0.05 #pragma parameter DOT_M_MBLUR_MODE " . Inertia on: both,white,black" 0.0 0.0 2.0 1.0 #pragma parameter DOT_M_SHADOW_STR " Shadow strength (disables deconvergence)" 0.0 0.0 1.0 0.01 #pragma parameter DOT_M_SHADOW_OFF " Shadow offset" 0.0 -1.0 1.0 0.01 #pragma parameter DOT_M_MULTIPLY " Multiply factor (debug)" 1.0 1.0 50.0 1.0 #pragma parameter BLANK12c " " 0.0 0.0 1.0 1.0 // Halo #pragma parameter DO_HALO "★ Halo enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter HALO_POWER " Strength" 0.9 0.0 5.0 0.025 #pragma parameter HALO_W " Sharpness, horizontal" 1.75 0.35 7.0 0.05 #pragma parameter HALO_H " Sharpness, Vertical" 1.75 0.35 7.0 0.05 #pragma parameter HALO_GAMMA " Gamma, the higher, the less the halo on dark colors" 2.0 1.0 10.0 0.1 #pragma parameter HALO_VS_SCAN " Light up scanlines and dot grid gaps too" 0.0 0.0 1.0 0.1 #pragma parameter BLANK10 " " 0.0 0.0 1.0 1.0 // Bloom #pragma parameter DO_BLOOM "★ Bloom enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter BLOOM_MIX " Final mix, (0.0=off)" 0.45 0.0 1.0 0.01 #pragma parameter BLOOM_SIZE " Radius" 4.0 0.25 30.0 0.25 #pragma parameter BLOOM_QUALITY " Quality: more is better but slower" 1.0 1.0 8.0 1.0 #pragma parameter BLOOM_GAMMA " Gamma in (threshold)" 8.0 1.0 10.0 0.5 #pragma parameter BLOOM_GAMMA_OUT " Gamma out (contour smoothness)" 1.0 0.1 10.0 0.1 #pragma parameter BLOOM_POWER " Power multiplier" 1.20 1.0 20.0 0.05 #pragma parameter BLOOM_EYE_ADPT_SRT " Modulate: Local exposure eye adaption strength" 0.45 0.0 10.0 0.05 #pragma parameter BLOOM_EYE_INERTIA " Modulate: Time before eye adaption starts" 1500 10.0 10000 50.0 #pragma parameter BLOOM_OVER_WHITE " Modulate: Strength on bright areas (0 = aura)" 0.5 0.0 1.0 0.05 #pragma parameter BLOOM_BYPASS " Bypass/Solo (1=Unmodulated, 2=Modulated)" 0.0 0.0 2.0 1.0 #pragma parameter BLANK13 " " 0.0 0.0 1.0 1.0 //Curvature parameters: #pragma parameter DO_CURVATURE "★ Curvature/Border enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter GEOM_WARP_X " Warp X" 0.430 0.0 6.0 0.01 #pragma parameter GEOM_WARP_Y " Warp Y" 0.49 0.0 6.0 0.01 #pragma parameter GEOM_CUT_EARS " Cut curvature ears" 1.4 1.0 10.0 0.01 #pragma parameter GEOM_CORNER_SIZE " Corner radius" 0.005 0.005 0.1 0.001 #pragma parameter GEOM_CORNER_SMOOTH " Corner sharpness" 350.0 15.0 1000.0 1.0 #pragma parameter BLANK14 " " 0.0 0.0 1.0 1.0 //Bezel related #pragma parameter DO_BEZEL "★ Bezel enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter BEZEL_USE_STRAIGHT " Straight" 0.0 0.0 1.0 1.0 #pragma parameter BEZEL_INNER_ZOOM " Inner zoom (ignored if integer scaled)" -0.18 -1.5 0.5 0.001 #pragma parameter BEZEL_FRAME_ZOOM " Frame zoom" 0.0 -1.5 0.5 0.001 #pragma parameter BEZEL_R " Color: Red" -0.3 -1.0 1.0 0.005 #pragma parameter BEZEL_G " Color: Green" -0.3 -1.0 1.0 0.005 #pragma parameter BEZEL_B " Color: Blue" -0.3 -1.0 1.0 0.005 #pragma parameter BEZEL_CON " Contrast" 1.3 0.0 10.0 0.01 #pragma parameter BEZEL_RFL_ZOOM " Reflections zoom" 0.0 -1.5 0.5 0.005 #pragma parameter BEZEL_REFL_STRENGTH " Reflections strength" 0.5 0.0 1.0 0.01 #pragma parameter BEZEL_RFL_BLR_SHD " Reflections sharpness" -0.0 -0.5 1.0 0.01 #pragma parameter BEZEL_ROUGHNESS " Reflections roughness" 1.0 0.0 5.0 0.1 #pragma parameter BEZEL_DIFFUSION_STR " Diffusion strength" 0.0 0.0 1.0 0.01 #pragma parameter BEZEL_SPCL_STRENGTH " Specularity strength" 0.5 0.0 3.0 0.05 #pragma parameter BEZEL_CORNER_DARK " Darken corners" 0.8 0.0 1.0 0.05 #pragma parameter BLANK15 " " 0.0 0.0 1.0 1.0 //Background Image #pragma parameter DO_BG_IMAGE "★ Back/Foreground image enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter LABEL_WARNING1 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0 #pragma parameter BG_IMAGE_OVER " Image over content (alpha channel driven)?" 0.0 0.0 1.0 1.0 #pragma parameter BG_IMAGE_OFFX " Shift Image over X axis" 0.0 -1.0 1.0 0.0005 #pragma parameter BG_IMAGE_OFFY " Shift Image over Y axis" 0.0 -1.0 1.0 0.0005 #pragma parameter BG_IMAGE_ZOOM " Zoom Image" 1.0 -1.0 3.0 0.0005 #pragma parameter BG_IMAGE_ROTATION " Rotate image mode (-1 for auto)" -1.0 -1.0 2.0 1.0 #pragma parameter BG_IMAGE_NIGHTIFY " Nightify image" 0.0 0.0 1.0 0.1 #pragma parameter LABEL_0101 " !NEXT FEATURE IS STATIC, SEE docs.md TO ENABLE" 0.0 0.0 1.0 1.0 #pragma parameter BG_IMAGE_WRAP_MODE " Wrap mode: default, clamp to border, edge, repeat" 0.0 0.0 3.0 1.0 #pragma parameter BLANK16 " " 0.0 0.0 1.0 1.0 //Backdrop image #pragma parameter DO_BACKDROP "★ Backdrop mirrored image enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter BACKDROP_OFFX " Shift backdrop over X axis" 0.0 -1.0 1.0 0.0005 #pragma parameter BACKDROP_OFFY " Shift backdrop over X axis" 0.0 -1.0 1.0 0.0005 #pragma parameter BACKDROP_ZOOM " Zoom backdrop" 1.0 -1.0 3.0 0.0005 #pragma parameter BLANK161 " " 0.0 0.0 1.0 1.0 //Back leds //Emulates leds under the monitor frame that slowly reacts to image contents #pragma parameter DO_AMBILIGHT "★ Ambient light leds enable? ==> " 1.0 0.0 1.0 1.0 #pragma parameter LABEL_WARNING3 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0 #pragma parameter AMBI_STEPS " Slowness" 60.0 5.0 1000.0 5.0 #pragma parameter AMBI_FALLOFF " Light Falloff" 0.7 0.1 3.0 0.01 #pragma parameter AMBI_POWER " Led power" 1.5 0.0 7.0 0.05 #pragma parameter AMBI_OVER_BEZEL " Colorize Bezel" 0.5 0.0 5.0 0.05 #pragma parameter AMBI_OVER_BEZEL_SIZE " Colorization size" 0.15 0.0 0.5 0.001 #pragma parameter AMBI_BG_IMAGE_BLEND_MODE " Back/Foreground image alpha blend (0=mix, 1/check=add)" 0.0 0.0 1.0 1.0 #pragma parameter AMBI_BG_IMAGE_FORCE " Always colorize Back/Foreground image (add mode only) " 0.0 0.0 1.0 0.1 #pragma parameter BLANK17 " " 0.0 0.0 1.0 1.0 //Full screen glowing //Modulate the image zooming depending on the image luminosity. //You can lower the effect power through the DYNZOOM_FACTOR parameter. #pragma parameter DO_DYNZOOM "★ Luminosity dependant zoom enable? ==>" 1.0 0.0 1.0 1.0 #pragma parameter LABEL_WARNING6 "⚠ Enabling this feature overrides integer scale" 1.0 1.0 1.0 1.0 #pragma parameter DYNZOOM_FACTOR " Narrowness" 80.0 15.0 120.0 0.5 #pragma parameter BLANK18 " " 0.0 0.0 1.0 1.0 //Vignette and spot #pragma parameter DO_VIGNETTE "★ Vignette enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter V_SIZE " Size" 1.7 0.0 5.0 0.05 #pragma parameter V_POWER " Power" 1.1 0.05 2.0 0.01 #pragma parameter DO_SPOT "★ Spot enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter S_POSITION " Position" 0.0 -420.0 378.0 1 #pragma parameter S_SIZE " Size" 0.4 0.0 1.0 0.01 #pragma parameter S_POWER " Power" 0.1 0.05 2.0 0.01 #pragma parameter BLANK19 " " 0.0 0.0 1.0 1.0 //Global Zoom/Offset #pragma parameter DO_GLOBAL_SHZO "★ Global shift/zoom enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter GLOBAL_OFFX " X axis shift " 0.0 -1.0 1.0 0.0005 #pragma parameter GLOBAL_OFFY " Y axis shift " 0.0 -1.0 1.0 0.0005 #pragma parameter GLOBAL_ZOOM " Zoom" 2.0 0.0 3.0 0.0005 #pragma parameter BLANK21 " " 0.0 0.0 1.0 1.0 //Aspect Ratio #pragma parameter label_ar "★ Aspect Ratio " 0.0 0.0 1.0 1.0 #pragma parameter ASPECT_X " Aspect Ratio Numerator (<=0 for a preset)" 0.0 -6.0 256. 1.0 #pragma parameter ASPECT_Y " Aspect Ratio Denominator" 3.0 0.0 256. 1.0 #pragma parameter BLANK22 " " 0.0 0.0 1.0 1.0 #pragma parameter label_aspect_presets " Presets reference list:" 0.0 0.0 0.0 1.0 #pragma parameter label_aspect_preset0 " (0 = MAME 1.33)" 0.0 0.0 0.0 1.0 #pragma parameter label_aspect_preset1 " (-1 = NTSC 1.5)" 0.0 0.0 0.0 1.0 #pragma parameter label_aspect_preset2 " (-2 = PAL 1.25)" 0.0 0.0 0.0 1.0 #pragma parameter label_aspect_preset3 " (-3 = Snes 8/7)" 0.0 0.0 0.0 1.0 #pragma parameter label_aspect_preset4 " (-4 = Megadrive 10/7)" 0.0 0.0 0.0 1.0 #pragma parameter label_aspect_preset5 " (-5 = Uncorrected)" 0.0 0.0 0.0 1.0 #pragma parameter label_aspect_preset6 " (-6 = MAME rotated/TATE 0.75)" 0.0 0.0 0.0 1.0 #pragma parameter BLANK23 " " 0.0 0.0 1.0 1.0 //Content geomerty overrides #pragma parameter DO_GAME_GEOM_OVERRIDE "★ Override content geometry enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter GAME_GEOM_INT_SCALE " Integer scale (disables inner zoom) 2=No keep aspect" 0.0 0.0 2.0 1.0 #pragma parameter GAME_GEOM_INT_SCALE_MAX " Maximum integer scale" 10.0 1.0 100.0 1.0 #pragma parameter LABEL_WARNING4 " ⚠ The following will override integer scale ⚠" 1.0 1.0 1.0 1.0 #pragma parameter GAME_GEOM_ASPECT " Aspect (0 = unchanged)" 0.0 0.0 3.0 0.005 #pragma parameter GAME_GEOM_VSHIFT " Vertical position" 0.0 -10.0 10.0 0.01 #pragma parameter GAME_GEOM_HSHIFT " Horizontal position" 0.0 -10.0 10.0 0.01 #pragma parameter GAME_GEOM_ZOOM " Zoom" 1.0 0.0 2.0 0.01 #pragma parameter BLANK20 " " 0.0 0.0 1.0 1.0 //Tilt #pragma parameter DO_TILT "★ Tilt enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter TILT_X " Tilt along X axis" 0.0 -0.5 0.5 0.01 #pragma parameter TILT_Y " Tilt along Y axis" 0.0 -0.5 0.5 0.01 #pragma parameter TILT_FOV " Fov" 0.7 0.1 1.5 0.05 #pragma parameter TILT_BEZEL_K " Bezel multiplier" 1.0 0.0 1.5 0.01 #pragma parameter BLANK_01 " " 0.0 0.0 1.0 1.0 // Alternative blanking, needs to be statically enabled, see docs.md. #pragma parameter DO_ALT_BLANK "★ Alternate line blanking enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter label_alt_blank " !THIS FEATURE IS STATIC, SEE docs.md TO ENABLE" 0.0 0.0 0.0 1.0 #pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 -1.0 1.0 0.1 #pragma parameter ALT_BLANK_PERIOD " Blank lines period" 4.0 1.0 30.0 1.0 #pragma parameter BLANK_02 " " 0.0 0.0 1.0 1.0 #include "config.globals.inc"