# info on how the passes come together can be found in mame/bgfx/chains/hlsl.json shaders = 11 shader0 = shaders/mame_hlsl/shaders/mame_ntsc_encode.slang filter_linear0 = true scale_type0 = source scale0 = 1.0 filter_linear0 = true shader1 = shaders/mame_hlsl/shaders/mame_ntsc_decode.slang filter_linear1 = true alias1 = NTSCPass scale_type1 = source scale1 = 1.0 shader2 = shaders/mame_hlsl/shaders/mame_color.slang alias2 = ColorPass scale_type2 = source scale2 = 1.0 filter_linear2 = true shader3 = shaders/mame_hlsl/shaders/mame_prescale.slang alias3 = PrescalePass scale_type3 = viewport filter_linear3 = true scale3 = 1.0 shader4 = shaders/mame_hlsl/shaders/mame_deconverge.slang alias4 = DeconvergePass filter_linear4 = true scale_type4 = viewport scale4 = 1.0 shader5 = shaders/mame_hlsl/shaders/mame_scanline.slang alias5 = ScanlinePass filter_linear5 = true scale_type5 = viewport scale5 = 1.0 shader6 = shaders/mame_hlsl/shaders/mame_defocus.slang alias6 = FocusPass filter_linear6 = true scale_type6 = viewport scale6 = 1.0 shader7 = shaders/mame_hlsl/shaders/mame_post.slang alias7 = PostPass filter_linear7 = true scale_type7 = viewport scale7 = 1.0 shader8 = shaders/mame_hlsl/shaders/mame_phosphor.slang alias8 = PhosphorPass filter_linear8 = true scale_type8 = viewport scale8 = 1.0 shader9 = shaders/mame_hlsl/shaders/mame_chroma.slang alias9 = ChromaPass filter_linear9 = true scale_type9 = viewport scale9 = 1.0 shader10 = shaders/mame_hlsl/shaders/mame_distortion.slang alias10 = DistortionPass filter_linear10 = true scale_type10 = viewport scale10 = 1.0 #shader11 = shaders/mame_hlsl/shaders/lut.slang #filter_linear11 = true # mame's textures are available here: https://github.com/mamedev/mame/tree/master/artwork textures = "MaskTexture" MaskTexture = shaders/mame_hlsl/resources/aperture-grille.png