mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
7c1a778f4f
* add updated NDS color, Super Sleuth gamma ramp and more trogglemonkey blurs * whoops, remove debug workaround * remove reference to Cg shaders * make ntsc-adaptive more custom, add RF preset, move some ntsc presets to 'presets'
228 lines
11 KiB
Plaintext
228 lines
11 KiB
Plaintext
# IMPORTANT:
|
|
# Shader passes need to know details about the image in the mask_texture LUT
|
|
# files, so set the following constants in user-cgp-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 .slangp, but their
|
|
# compilation model doesn't currently allow the .slangp file to tell them. Make
|
|
# sure to set the following constants in user-cgp-constants.h accordingly too:
|
|
# 1.) bloom_approx_scale_x = scale_x2
|
|
# 2.) mask_resize_viewport_scale = float2(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 = "14"
|
|
|
|
# NTSC Shader Passes
|
|
shader0 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang"
|
|
shader1 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang"
|
|
|
|
filter_linear0 = false
|
|
filter_linear1 = false
|
|
|
|
scale_type_x0 = absolute
|
|
scale_type_y0 = source
|
|
scale_x0 = 1536
|
|
scale_y0 = 1.0
|
|
frame_count_mod0 = 2
|
|
float_framebuffer0 = true
|
|
|
|
scale_type1 = source
|
|
scale_x1 = 0.5
|
|
scale_y1 = 1.0
|
|
|
|
# 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 = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
|
|
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
|
|
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
|
|
mask_slot_texture_large = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
|
|
mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
|
|
mask_shadow_texture_large = "../crt/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
|
|
|
|
|
|
# Pass2: Linearize the input based on CRT gamma and bob interlaced fields.
|
|
# (Bobbing ensures we can immediately blur without getting artifacts.)
|
|
shader2 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
|
|
alias2 = "ORIG_LINEARIZED"
|
|
filter_linear2 = "false"
|
|
scale_type2 = "source"
|
|
scale2 = "1.0"
|
|
srgb_framebuffer2 = "true"
|
|
|
|
# Pass3: Resample interlaced (and misconverged) scanlines vertically.
|
|
# Separating vertical/horizontal scanline sampling is faster: It lets us
|
|
# consider more scanlines while calculating weights for fewer pixels, and
|
|
# it reduces our samples from vertical*horizontal to vertical+horizontal.
|
|
# This has to come right after ORIG_LINEARIZED, because there's no
|
|
# "original_source" scale_type we can use later.
|
|
shader3 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
|
|
alias3 = "VERTICAL_SCANLINES"
|
|
filter_linear3 = "true"
|
|
scale_type_x3 = "source"
|
|
scale_x3 = "1.0"
|
|
scale_type_y3 = "viewport"
|
|
scale_y3 = "1.0"
|
|
#float_framebuffer3 = "true"
|
|
srgb_framebuffer3 = "true"
|
|
|
|
# Pass4: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
|
|
# account for convergence offsets. We want to blur a predictable portion of the
|
|
# screen to match the phosphor bloom, and absolute scale works best for
|
|
# reliable results with a fixed-size bloom. Picking a scale is tricky:
|
|
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
|
|
# to blur high-res/interlaced sources but high enough that resampling
|
|
# doesn't smear low-res sources too much.
|
|
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
|
|
# the only noticeable visual difference is a larger halation spread (which
|
|
# may be a good thing for people who like to crank it up).
|
|
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
|
|
# *intended* for an ~4:3 aspect ratio).
|
|
shader4 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
|
|
alias4 = "BLOOM_APPROX"
|
|
filter_linear4 = "true"
|
|
scale_type4 = "absolute"
|
|
scale_x4 = "320"
|
|
scale_y4 = "240"
|
|
srgb_framebuffer4 = "true"
|
|
|
|
# Pass5: Vertically blur the input for halation and refractive diffusion.
|
|
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
|
# a constant portion of the screen is probably physically correct if the
|
|
# viewport resolution is proportional to the simulated CRT size.
|
|
shader5 = "../blurs/blur9fast-vertical.slang"
|
|
filter_linear5 = "true"
|
|
scale_type5 = "source"
|
|
scale5 = "1.0"
|
|
srgb_framebuffer5 = "true"
|
|
|
|
# Pass6: Horizontally blur the input for halation and refractive diffusion.
|
|
# Note: Using a one-pass 9x9 blur is about 1% slower.
|
|
shader6 = "../blurs/blur9fast-horizontal.slang"
|
|
alias6 = "HALATION_BLUR"
|
|
filter_linear6 = "true"
|
|
scale_type6 = "source"
|
|
scale6 = "1.0"
|
|
srgb_framebuffer6 = "true"
|
|
|
|
# Pass7: Lanczos-resize the phosphor mask vertically. Set the absolute
|
|
# scale_x7 == 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_y7 = geom_max_aspect_ratio * min_scale_x
|
|
# # Some code might depend on equal scales:
|
|
# scale_x8 = scale_y7
|
|
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
|
|
# scale_y7 = 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-cgp-constants.h!
|
|
shader7 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
|
|
filter_linear7 = "true"
|
|
scale_type_x7 = "absolute"
|
|
scale_x7 = "64"
|
|
scale_type_y7 = "viewport"
|
|
scale_y7 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
|
|
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
|
|
|
|
# Pass8: Lanczos-resize the phosphor mask horizontally. scale_x8 = scale_y7.
|
|
# TODO: Check again if the shaders actually require equal scales.
|
|
shader8 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
|
|
alias8 = "MASK_RESIZE"
|
|
filter_linear8 = "false"
|
|
scale_type_x8 = "viewport"
|
|
scale_x8 = "0.0625"
|
|
scale_type_y8 = "source"
|
|
scale_y8 = "1.0"
|
|
#srgb_framebuffer8 = "false" # mask_texture is already assumed linear
|
|
|
|
# Pass9: Resample (misconverged) scanlines horizontally, apply halation, and
|
|
# apply the phosphor mask.
|
|
shader9 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
|
|
alias9 = "MASKED_SCANLINES"
|
|
filter_linear9 = "true" # This could just as easily be nearest neighbor.
|
|
scale_type9 = "viewport"
|
|
scale9 = "1.0"
|
|
#float_framebuffer9 = "true"
|
|
srgb_framebuffer9 = "true"
|
|
|
|
# Pass 10: Compute a brightpass. This will require reading the final mask.
|
|
shader10 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
|
|
alias10 = "BRIGHTPASS"
|
|
filter_linear10 = "true" # This could just as easily be nearest neighbor.
|
|
scale_type10 = "viewport"
|
|
scale10 = "1.0"
|
|
srgb_framebuffer10 = "true"
|
|
|
|
# Pass 11: Blur the brightpass vertically
|
|
shader11 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
|
filter_linear11 = "true" # This could just as easily be nearest neighbor.
|
|
scale_type11 = "source"
|
|
scale11 = "1.0"
|
|
srgb_framebuffer11 = "true"
|
|
|
|
# Pass 12: Blur the brightpass horizontally and combine it with the dimpass:
|
|
shader12 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
|
filter_linear12 = "true"
|
|
scale_type12 = "source"
|
|
scale12 = "1.0"
|
|
srgb_framebuffer12 = "true"
|
|
|
|
# Pass 13: Compute curvature/AA:
|
|
shader13 = "../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
|
|
filter_linear13 = "true"
|
|
scale_type13 = "viewport"
|
|
mipmap_input13 = "true"
|
|
texture_wrap_mode13 = "clamp_to_edge"
|
|
|
|
parameters = "quality"
|
|
quality = 0.0
|
|
|