//Consider content interlaced if lines are more than this #define MIN_LINES_INTERLACED 380 //Sort of dithering used in vignette, spot, backlight leds #define NOISEPOWER ((params.OutputSize.z)*3) //Bezel reflection area size in relation to the game frame //Use the lowest possible value for best performance //It is also used to compute wrap/repeated coordinates. #define BEZEL_REFLECTION_AREA_SIZE 0.175 // 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 //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 //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 2.0 #define eps 1e-5 #define pi 3.141592654 #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 first_passSize; float DO_SCANLINES; float DO_IN_GLOW; float DO_VMASK_AND_DARKLINES ; float MASK_COMPENSATION ; float DO_HALO ; float DO_CCORRECTION; float DO_ALT_BLANK; float IN_GLOW_BIAS ; float SCANLINES_BLEEDING ; float IN_GLOW_W; float IN_GLOW_H; float IN_GLOW_POWER; float IN_GLOW_GAMMA; float BLOOM_MIX; 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_COMPENSATION; float SCANLINE_SM_STRENGTH; float SCANLINE_SM_TYPE; float SCANLINE_SM_VOFFSET; 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_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_IMAGE_BORDER; float BEZEL_REFL_ZOOM; float BEZEL_FRAME_ZOOM; float DO_SPOT; float S_POSITION; float S_SIZE; float S_POWER; float S_BYPASS; float DO_VIGNETTE; float V_SIZE; float V_POWER; float V_BYPASS; float DO_DYNZOOM; float DYNZOOM_FACTOR; float DO_AMBILIGHT; float AMBI_FALLOFF; float AMBI_POWER; float ASPECT_X; float ASPECT_Y; float AMBI_STEPS; 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 DO_SHIFT_RGB; float SHIFT_R; float SHIFT_G; float SHIFT_B; float OFFSET_STRENGTH; } 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 SATURATION " Saturation in (1.0=off)" 1.0 0.0 2.0 0.01 #pragma parameter CONTRAST " Contrast in (0.0=off)" 0.0 -1.0 1.0 0.01 #pragma parameter BRIGHTNESS " Brightness 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 9.0 0.025 // FXAA // Apply an antialiasing filter via FXAA from Nvidia. #pragma parameter DO_FXAA "★ FXAA enable? ==>" 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 0.1 10.0 0.1 #pragma parameter NTSC_PHASE_SHIFT " Phase shift" 0.0 0.0 1.0 1.0 //#pragma parameter NTSC_DOT_CRAWL " Dot Crawl" 1.0 0.0 1.0 1.0 #pragma parameter NTSC_MIX " Strength" 0.5 0.0 3.0 0.05 // 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 //Offset RGB #pragma parameter DO_SHIFT_RGB "★ RGB deconvergence enable? (bad with FXAA) ==>" 0.0 0.0 1.0 1.0 #pragma parameter OFFSET_STRENGTH " Strength" 0.5 0.0 1.0 0.1 #pragma parameter SHIFT_R " Red offset" -40.0 -210.0 189.0 1 #pragma parameter SHIFT_G " Green offset" 40.0 -210.0 189.0 1 #pragma parameter SHIFT_B " Blue offset" 3.0 -210.0 189.0 1 // Input glowing #pragma parameter DO_IN_GLOW "★ Glowing Input/power enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter IN_GLOW_POWER " Input signal glow strength" 0.45 0.0 5.0 0.05 #pragma parameter IN_GLOW_W " Sharpness, horizontal" 2.5 0.2 7.0 0.05 #pragma parameter IN_GLOW_H " Sharpness, vertical" 2.5 0.2 7.0 0.05 #pragma parameter IN_GLOW_GAMMA " Gamma, the higher, the less the glow on dark colors" 1.0 1.0 10.0 0.1 #pragma parameter IN_GLOW_BIAS " Glow to blur bias" 2.0 0.0 2.0 0.05 // Mask #pragma parameter DO_VMASK_AND_DARKLINES "★ RGB 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 " . (LoDPI) Green,Magenta -> BGR" 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_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" 4.0 2.0 16.0 2.0 #pragma parameter DRKLN_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05 // 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 0.2 7.0 0.05 #pragma parameter HALO_H " Sharpness, Vertical" 1.75 0.2 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 too" 0.0 0.0 1.0 0.1 // Scanlines #pragma parameter DO_SCANLINES "★ Scanlines enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter SCANLINE_DARK " Scanlines gap brightness" 0.0 -0.5 1.0 0.05 #pragma parameter SCANLINE_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.1 #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" 0.75 0.0 4.0 0.1 #pragma parameter SCANLINE_DISABLE_ON_INTERLACE " Disable on interlaced screen" 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 (type 1 and 2 only)" 0.0 0.0 1.0 0.05 #pragma parameter SCANLINE_SM_VOFFSET " . Offset (type 1 only)" 45.0 0.0 158.0 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)" 0.2 0.0 1.0 0.01 #pragma parameter BLOOM_SIZE " Radius" 2.0 0.25 30.0 0.25 #pragma parameter BLOOM_QUALITY " Quality: more is better but slower" 1.0 1.0 32.0 1.0 #pragma parameter BLOOM_GAMMA " Input Gamma" 10.0 1.0 10.0 0.1 #pragma parameter BLOOM_POWER " Power multiplier" 10.0 1.0 100.0 0.5 #pragma parameter BLOOM_GAMMA_OUT " Output Gamma" 10.0 0.1 10.0 0.1 #pragma parameter BLOOM_OVER_WHITE " Strength on bright areas (0 = aura)" 0.5 0.0 1.0 0.05 #pragma parameter BLOOM_BYPASS " Bypass" 0.0 0.0 1.0 1.0 //Curvature parameters: #pragma parameter DO_CURVATURE "★ Curvature enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter GEOM_WARP_X " Warp X" 0.3 0.0 6.0 0.05 #pragma parameter GEOM_WARP_Y " Warp Y" 0.0 0.0 6.0 0.05 #pragma parameter GEOM_CORNER_SIZE " Corner radius" 0.01 0.01 0.1 0.005 #pragma parameter GEOM_CORNER_SMOOTH " Corner sharpness" 350.0 50.0 1000.0 25.0 //Bezel related #pragma parameter DO_BEZEL "★ Bezel enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter BEZEL_R " Bezel color: Red" -0.3 -0.5 0.5 0.01 #pragma parameter BEZEL_G " Bezel color: Green" -0.3 -0.5 0.5 0.01 #pragma parameter BEZEL_B " Bezel color: Blue" -0.3 -0.5 0.5 0.01 #pragma parameter BEZEL_CON " Bezel Contrast" 1.3 0.0 10.0 0.01 #pragma parameter BEZEL_INNER_ZOOM " Image zoom" -0.18 -1.5 0.5 0.01 #pragma parameter BEZEL_FRAME_ZOOM " Frame zoom" 0.0 -1.5 0.5 0.01 #pragma parameter BEZEL_IMAGE_BORDER " Image border" 1.01 1.0 1.2 0.01 #pragma parameter BEZEL_REFL_ZOOM " Reflections zoom" 0.965 0.0 2.0 0.005 //Background Image #pragma parameter DO_BG_IMAGE "★ Backgound 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 //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 LABEL_WARNING4 " ⚠ Resize the window once if you see glitches! ⚠" 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 1.0 7.0 0.05 //Aspect Ratio #pragma parameter label_ar "★ Aspect Ratio " 0.0 0.0 1.0 1.0 #pragma parameter ASPECT_X " Aspect Ratio Numerator (-x for a preset below)" 0.0 -6.0 256. 1.0 #pragma parameter ASPECT_Y " Aspect Ratio Denominator" 3.0 0.0 256. 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 //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 DYNZOOM_FACTOR " Narrowness" 80.0 30.0 120.0 1.0 //Vignette and spot #pragma parameter DO_VIGNETTE "★ Vignette enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter V_BYPASS " bypass " 0.0 0.0 1.0 1.0 #pragma parameter V_SIZE " size" 1.7 0.0 3.0 0.05 #pragma parameter V_POWER " power" 1.1 0.05 2.0 0.05 #pragma parameter DO_SPOT "★ Spot enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter S_BYPASS " bypass" 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 0.05 // Alternative blanking. #pragma parameter DO_ALT_BLANK "★ Alternate line blanking enable? ==>" 0.0 0.0 1.0 1.0 #pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 0.0 1.0 0.1 #pragma parameter ALT_BLANK_PERIOD " Blank lines period" 4.0 0.0 20.0 1.0 #define DO_FXAA global.DO_FXAA #define DO_SAT_BLEED global.DO_SAT_BLEED #define SAT_BLEED_SIZE_LEFT global.SAT_BLEED_SIZE_LEFT #define SAT_BLEED_SIZE_RIGHT global.SAT_BLEED_SIZE_RIGHT #define SAT_BLEED_FALLOFF global.SAT_BLEED_FALLOFF #define SAT_BLEED_STRENGTH global.SAT_BLEED_STRENGTH #define SAT_BLEED_PAL global.SAT_BLEED_PAL #define DO_NTSC_ARTIFACTS global.DO_NTSC_ARTIFACTS #define NTSC_FILTER_WIDTH global.NTSC_FILTER_WIDTH #define NTSC_FILTER_SCF global.NTSC_FILTER_SCF #define NTSC_FILTER_FC global.NTSC_FILTER_FC #define NTSC_MIX global.NTSC_MIX #define NTSC_PHASE_SHIFT global.NTSC_PHASE_SHIFT //#define NTSC_DOT_CRAWL global.NTSC_DOT_CRAWL #define DO_SCANLINES global.DO_SCANLINES #define SCANLINE_DARK params.SCANLINE_DARK #define SCANLINE_OVERWHITE global.SCANLINE_OVERWHITE #define SCANLINE_FLICKERING global.SCANLINE_FLICKERING #define SCANLINE_FLICKERING_POWER global.SCANLINE_FLICKERING_POWER #define SCANLINE_DISABLE_ON_INTERLACE global.SCANLINE_DISABLE_ON_INTERLACE #define SCANLINE_COMPENSATION global.SCANLINE_COMPENSATION #define SCANLINE_SM_TYPE global.SCANLINE_SM_TYPE #define SCANLINE_SM_STRENGTH global.SCANLINE_SM_STRENGTH #define SCANLINE_SM_VOFFSET global.SCANLINE_SM_VOFFSET #define DO_IN_GLOW global.DO_IN_GLOW #define IN_GLOW_BIAS global.IN_GLOW_BIAS #define SCANLINES_BLEEDING global.SCANLINES_BLEEDING #define IN_GLOW_W global.IN_GLOW_W #define IN_GLOW_H global.IN_GLOW_H #define IN_GLOW_POWER global.IN_GLOW_POWER #define IN_GLOW_GAMMA global.IN_GLOW_GAMMA #define DO_VMASK_AND_DARKLINES global.DO_VMASK_AND_DARKLINES #define MASK_COMPENSATION global.MASK_COMPENSATION #define RGB_MASK_STRENGTH global.RGB_MASK_STRENGTH #define VMASK_OVERWHITE params.VMASK_OVERWHITE #define VMASK_DARKLINE_SCALE params.VMASK_DARKLINE_SCALE #define VMASK_GAP params.VMASK_GAP #define VMASK_USE_GM params.VMASK_USE_GM #define DARKLINES_STRENGTH global.DARKLINES_STRENGTH #define DRKLN_OVERWHITE params.DRKLN_OVERWHITE #define DARKLINES_VOFFSET params.DARKLINES_VOFFSET #define DARKLINES_PERIOD params.DARKLINES_PERIOD #define DO_HALO global.DO_HALO #define HALO_W params.HALO_W #define HALO_H params.HALO_H #define HALO_POWER params.HALO_POWER #define HALO_GAMMA params.HALO_GAMMA #define HALO_VS_SCAN params.HALO_VS_SCAN #define DO_BLOOM params.DO_BLOOM #define BLOOM_MIX global.BLOOM_MIX #define BLOOM_QUALITY params.BLOOM_QUALITY #define BLOOM_SIZE global.BLOOM_SIZE #define BLOOM_GAMMA global.BLOOM_GAMMA #define BLOOM_POWER global.BLOOM_POWER #define BLOOM_GAMMA_OUT global.BLOOM_GAMMA_OUT #define BLOOM_OVER_WHITE global.BLOOM_OVER_WHITE #define BLOOM_BYPASS global.BLOOM_BYPASS #define DO_CCORRECTION global.DO_CCORRECTION #define GAMMA_OUT global.GAMMA_OUT #define SATURATION global.SATURATION #define LUMINANCE global.LUMINANCE #define CONTRAST global.CONTRAST #define BRIGHTNESS global.BRIGHTNESS #define TEMPERATURE global.TEMPERATURE #define DO_ALT_BLANK global.DO_ALT_BLANK #define ALT_BLANK_STRENGTH global.ALT_BLANK_STRENGTH #define ALT_BLANK_PERIOD global.ALT_BLANK_PERIOD #define DO_CURVATURE global.DO_CURVATURE #define GEOM_WARP_X global.GEOM_WARP_X #define GEOM_WARP_Y global.GEOM_WARP_Y #define GEOM_CORNER_SIZE global.GEOM_CORNER_SIZE #define GEOM_CORNER_SMOOTH global.GEOM_CORNER_SMOOTH #define DO_BEZEL global.DO_BEZEL #define BEZEL_R global.BEZEL_R #define BEZEL_G global.BEZEL_G #define BEZEL_B global.BEZEL_B #define BEZEL_CON global.BEZEL_CON #define BEZEL_INNER_ZOOM global.BEZEL_INNER_ZOOM #define BEZEL_FRAME_ZOOM global.BEZEL_FRAME_ZOOM #define BEZEL_IMAGE_BORDER global.BEZEL_IMAGE_BORDER #define BEZEL_REFL_ZOOM global.BEZEL_REFL_ZOOM #define DO_SPOT global.DO_SPOT #define S_BYPASS global.S_BYPASS #define S_POSITION global.S_POSITION #define S_SIZE global.S_SIZE #define S_POWER global.S_POWER #define DO_DYNZOOM global.DO_DYNZOOM #define DYNZOOM_FACTOR global.DYNZOOM_FACTOR #define DO_VIGNETTE global.DO_VIGNETTE #define V_BYPASS global.V_BYPASS #define V_SIZE global.V_SIZE #define V_POWER global.V_POWER #define DO_AMBILIGHT global.DO_AMBILIGHT #define AMBI_STEPS global.AMBI_STEPS #define AMBI_FALLOFF global.AMBI_FALLOFF #define AMBI_POWER global.AMBI_POWER #define ASPECT_X global.ASPECT_X #define ASPECT_Y global.ASPECT_Y #define DO_BG_IMAGE global.DO_BG_IMAGE #define BG_IMAGE_OVER global.BG_IMAGE_OVER #define BG_IMAGE_OFFY global.BG_IMAGE_OFFY #define BG_IMAGE_OFFX global.BG_IMAGE_OFFX #define BG_IMAGE_ZOOM global.BG_IMAGE_ZOOM #define BG_IMAGE_ROTATION global.BG_IMAGE_ROTATION #define DO_SHIFT_RGB global.DO_SHIFT_RGB #define SHIFT_R global.SHIFT_R #define SHIFT_G global.SHIFT_G #define SHIFT_B global.SHIFT_B #define OFFSET_STRENGTH global.OFFSET_STRENGTH