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https://github.com/italicsjenga/slang-shaders.git
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241 lines
9.7 KiB
Plaintext
241 lines
9.7 KiB
Plaintext
![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png)
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Mega Bezel is updated to V1.9.0_2023-01-22
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Changes:
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* Added some more Sinden presets for SCREEN-ONLY and POTATO
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* Added Screen Region to Resolution Debug text
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* Good for getting the screen region pixel coordinates if you need them
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* Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode
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* Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image
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* The minimum size of the lighting texture will be close to the height of the current viewport
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* This reduces the likelihood that we will see the cutoff
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* ScaleFx: Exposed more of the settings so they can be tweaked
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* Default Settings changed:
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* ScaleFx Threshold: now 0.43 (was 0.5)
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* ScaleFx Filter Corners: now 0 (was 1)
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* These settings result in a slighly clearer picture and less rounding of square corners
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* SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
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----------------------------------------------------
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--- TODO ---------------------------------------
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----------------------------------------------------
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* Add back Raster Bloom
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* Do new release
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* Add Z-Fast to libretro repo
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* Check difference between old and new NTSC
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* Check out duplicate params in NTSC
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* Check out independent bezel scale and reflection, reflection is not following the bezel
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* Check brighter reflection in new NTSC
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* Update Dual Screen to use params files
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* Swap out // for # in base presets
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* Add ability to have layers appear on top of the bezel but below the reflection
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* One way to do this would be to have a CRT/Reflection layer offset which forces layers below to be composited on top of the bezel
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* Fix CRT Blend Amount
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* Adjustable softness of bezel outer edge for reflection
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* Adjustable Bezel Curvature per side?
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* Revisit Tate Mode / Vertical Scanline and Rotate CRT artifacts
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* Fast Sharpen & Sharp Smoother currently work on x axis, should be relative to scanline direction
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* Get GTU to respect scanline direction
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* NTSC is causing blurriness when using FB Neo and Rotate CRT - Test Game Batrider
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* We need to know what orientation the game is in the first place to do this
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* When in interlacing mode for vertical opposite mult should do something
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* Use brightness values of sides to control static corner highlight
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* Fix Megatron Reflection
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* Create 4K Royale Preset
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* Add .params #reference to with all parameters commented out
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* We should have a middle pass which has the device behind the CRT tube
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----------------------------------------------------
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--- Examples --------------------------------------
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----------------------------------------------------
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Recent Performance 2022-09-18
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Spec RTX-2060, at 4K:
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240p image
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ADV 175
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XBR-ADV 170
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POTATO 422
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POTATO-XBR 390
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2K image
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ADV 105
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XBR-ADV 66
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4K image
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ADV 48
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XBR-ADV Crashed
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----------------------------------------------------
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--- Post V1 ---------------------------------------
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----------------------------------------------------
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* Auto Rotate
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* Guess White/Black Matting?
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* Auto Shadow for image Layers above screen
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* Mega Back Light a la philips Hue/Ambient
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* Night light single glow - Place Glows
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* Fix Corner Shading
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* Double Bezel
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* Swap option for Blurry vs Sharp Tube Reflection
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* Do some OrionsAngel Arcade Presets
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* Add Rewind Effect?
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* Rotate Dual Screen
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* LCD behavior when reaching resolution limit?
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* Shadow from Cutout?
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* Large Slotmask Bitmap Mask
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* Hyllian Sync Version?
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* Black frames in Mupen64Plus-Next using parallel RDP, seen in Perfect Dark
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* Original scaling mode to deal with black final viewport in Parallel RDP in both mupen and Parallel cores.
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Scene Dynamic Lighting
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* Reflection from screen on additional elements
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* Side Panels, Speaker Panel, Table
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* Masking of main and additional reflection
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* Colored Mask to define areas
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* Up rgb(128, 255, 128)
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* Down rgb(128, 0, 128)
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* Left rgb(0, 128, 128)
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* Right rgb(255, 128, 128)
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* Center rgb(128, 128, 255)
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* Bounce lighting from screen to room back to the scene
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* Masking behind devices
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* Sprite sheet for arcade Lighting loop
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* Sprite sheets for left and right machine attract mode loops
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* Split Normal vs Additive in layers
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* More Reflection from closer to middle of screen on bezel
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* Additional Screens driven by Sprite Sheets
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* Night Lighting - Modulate Range on top of Hue & Value
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----------------------------------------------------
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--- Independent Shader Stuff for Main Repo --------
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----------------------------------------------------
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* Add Test_Max_Resources to Repo
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* Make Resolution text shader it's own pass for Repo
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* Show Original Res, Previous Pass Res, Next Pass Res, Viewport
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* Move Resolution Debug to be top justified
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* Gameboy
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* Fix DMG Shader or make new one
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* Fix Low Contrast Issue
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* Multiple palettes including Custom for Gameboy
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* Add Gameboy Palettes https://www.deviantart.com/thewolfbunny/gallery/69987002/game-boy-palettes
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* Independent Bezel Scaling not the same as non-int scale
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* Why? Maybe only in Portrait Res?
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* Outer reflection corner radius should be independent when in independent mode
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* See why very inner edge seems not affected by reflection mask
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* Startup Animation - Sprite Sheet
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* Frame Shading
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* Shading on frame interior edge?
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* Frame Inner edge static lighter line
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* Frame Interior Edge thickness
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* Fix shading with rounded outer corner
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* Frame shadow should follow corner radius
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* When reflection is off still see inner bezel edge reflection
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* Put Torridgristle LUT back in for blue skys?
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Documentation
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Troubleshooting
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New install of retroarch
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Turn all overlays off
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I have rings, wavy distortions (Moire)
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Moire
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The Waves you are seeing are called a Moire effect, it’s the same effect you see through a screen door sometimes.
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It is caused by using a crt shader with scanlines and tube curvature and made worse when the resolution is limited. It is a thorny problem , and sometimes hard to get rid of at 1080, it is much less of a problem at 4k.
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Things which can help/fix the problem
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Reducing strength of scanlines,
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Reducing or curvature or setting it to 0 will definitely fix it.
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If you keep using curvature using Integer scale in the shader parameters can sometimes help.
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If making own presets reference from crt-Base presets
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Old Megabezel https://github.com/HyperspaceMadness/shaders_slang/tree/adf6dc3c0f09db11ebf4fbcf85098ac8232acfcc
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----------------------------------------------------
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--- Retroarch Features -----------------------------
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----------------------------------------------------
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* Add Core Provided Aspect as Uniform
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* Add Rotation as Uniforms
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* Replace Text, for shader type, game & core, content directory
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* core_name
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* game_name
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* [shadertype], [gamename], [corename], [contentdirectory]
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* Check textures and use default if not found
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* Append (Prepend) Shader Preset - to add a shader preset to the beginning of the chain
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* Fix edit shader in UI - Changes are currently lost or need to apply twice
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* Fix loss of current parameter values when retroarch goes from full screen to window
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* Fix saving with same name with different capitalization creates self reference
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* Shaders folder as a path token, e.g. "[shaders]/shaders_slang/" [shaders_dir]?
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* Hide Parameters
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* Stop Reloading Shader multiple times on Save (Keep optional param)
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* Choose Textures in UI
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* Shader Textures in Sub Menu - Add ability to set texture overrides in retroarch UI
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* Shader Passes in Sub Menu
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* Dropdowns for indexed parameters?
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* Multiple references in one file for adding passes and parameter overrides
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* Edit Multiple References in UI vs Shader Passes, Discreetly change between Simple and Full
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* Onscreen Display of current shader preset
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* Reload Last Preset
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* Next/Previous Shader does not work well if shader was loaded as Game preset
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* Sometimes uses different directories, probably related to shader_path in live shader rather than originally loaded preset
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* Pass Scaling Types
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* Original scaling Type
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* MaxAbsolute scaling type?
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* If res is lower don't scale if larger scale to this res, good for PSX Upscaling
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* Would avoid people crashing with internal resolution multiple
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* Add "Timer" uniform variable vec4(total-count, count-since-shader-load, oscillator[1,0,1,0,1,...], [unknown/undefined])
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* Unknown could be frames since direction change, good for rewind effect
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* Check for alias used multiple times appears as semantic error now
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* global.x is semantic error if x not in global
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* GIF support
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Questions for Survey
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What kind of intro would you like as default in the Mega Bezel?
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Snow Only
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Snow + CH 04
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Snow + Mega Bezel Logo
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* Old Perf Numbers before Caching
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* Performance of Base presets at 3840x2160 on Nvidia RTX2060:
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* ADVANCED - 78 FPS - No comparable old preset
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* GLASS - 150 FPS - Old Glass Preset 128 FPS
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* STANDARD - 135 FPS - Old Full Preset 140 FPS
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* STANDARD-HD-CORE - 105 FPS
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* BASIC-BORDER-WITH-REFLECTION - 175 FPS - Old Reflect Only Preset 165 FPS
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* BASIC-BORDER - 295 FPS - Old Screen Scale Preset 370 FPS
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* Performance on HD-CORE E.G. 1920x1080:
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* ADVANCED - 60 FPS
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* ADVANCED-HD-CORE - 70 FPS
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* STANDARD - 85 FPS
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* STANDARD-HD-CORE - 100 FPS
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* BASIC-BORDER-WITH-REFLECTION - 126 FPS
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* BASIC-BORDER - 180 FPS |