# 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 = "1"//"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 # 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! shader0 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang" filter_linear0 = "true" scale_type_x0 = "absolute" scale_x0 = "64" scale_type_y0 = "viewport" scale_y0 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size #srgb_framebuffer0 = "false" # mask_texture is already assumed linear