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360 lines
22 KiB
C
360 lines
22 KiB
C
#ifndef USER_SETTINGS_H
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#define USER_SETTINGS_H
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///////////////////////////// DRIVER CAPABILITIES ////////////////////////////
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// The Cg compiler uses different "profiles" with different capabilities.
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// This shader requires a Cg compilation profile >= arbfp1, but a few options
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// require higher profiles like fp30 or fp40. The shader can't detect profile
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// or driver capabilities, so instead you must comment or uncomment the lines
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// below with "//" before "#define." Disable an option if you get compilation
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// errors resembling those listed. Generally speaking, all of these options
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// will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is
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// likely to run on ATI/AMD, due to the Cg compiler's profile limitations.
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// Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1.
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// Among other things, derivatives help us fix anisotropic filtering artifacts
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// with curved manually tiled phosphor mask coords. Related errors:
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// error C3004: function "float2 ddx(float2);" not supported in this profile
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// error C3004: function "float2 ddy(float2);" not supported in this profile
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//#define DRIVERS_ALLOW_DERIVATIVES
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// Fine derivatives: Unsupported on older ATI cards.
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// Fine derivatives enable 2x2 fragment block communication, letting us perform
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// fast single-pass blur operations. If your card uses coarse derivatives and
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// these are enabled, blurs could look broken. Derivatives are a prerequisite.
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#ifdef DRIVERS_ALLOW_DERIVATIVES
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#define DRIVERS_ALLOW_FINE_DERIVATIVES
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#endif
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// Dynamic looping: Requires an fp30 or newer profile.
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// This makes phosphor mask resampling faster in some cases. Related errors:
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// error C5013: profile does not support "for" statements and "for" could not
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// be unrolled
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//#define DRIVERS_ALLOW_DYNAMIC_BRANCHES
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// Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops.
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// Using one static loop avoids overhead if the user is right, but if the user
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// is wrong (loops are allowed), breaking a loop into if-blocked pieces with a
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// binary search can potentially save some iterations. However, it may fail:
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// error C6001: Temporary register limit of 32 exceeded; 35 registers
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// needed to compile program
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//#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS
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// tex2Dlod: Requires an fp40 or newer profile. This can be used to disable
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// anisotropic filtering, thereby fixing related artifacts. Related errors:
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// error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in
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// this profile
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//#define DRIVERS_ALLOW_TEX2DLOD
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// tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate
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// artifacts from anisotropic filtering and mipmapping. Related errors:
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// error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported
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// in this profile
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//#define DRIVERS_ALLOW_TEX2DBIAS
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// Integrated graphics compatibility: Integrated graphics like Intel HD 4000
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// impose stricter limitations on register counts and instructions. Enable
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// INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or:
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// error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed
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// to compile program.
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// Enabling integrated graphics compatibility mode will automatically disable:
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// 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer.
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// (This may be reenabled in a later release.)
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// 2.) RUNTIME_GEOMETRY_MODE
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// 3.) The high-quality 4x4 Gaussian resize for the bloom approximation
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#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
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//////////////////////////// USER CODEPATH OPTIONS ///////////////////////////
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// To disable a #define option, turn its line into a comment with "//."
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// RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications):
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// Enable runtime shader parameters in the Retroarch (etc.) GUI? They override
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// many of the options in this file and allow real-time tuning, but many of
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// them are slower. Disabling them and using this text file will boost FPS.
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#define RUNTIME_SHADER_PARAMS_ENABLE
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// Specify the phosphor bloom sigma at runtime? This option is 10% slower, but
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// it's the only way to do a wide-enough full bloom with a runtime dot pitch.
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#define RUNTIME_PHOSPHOR_BLOOM_SIGMA
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// Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics)
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//#define RUNTIME_ANTIALIAS_WEIGHTS
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// Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!)
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//#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
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// Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader
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// parameters? This will require more math or dynamic branching.
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//#define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
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// Specify the tilt at runtime? This makes things about 3% slower.
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//#define RUNTIME_GEOMETRY_TILT
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// Specify the geometry mode at runtime?
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#define RUNTIME_GEOMETRY_MODE
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// Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and
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// mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without
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// dynamic branches? This is cheap if mask_resize_viewport_scale is small.
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#define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
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// PHOSPHOR MASK:
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// Manually resize the phosphor mask for best results (slower)? Disabling this
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// removes the option to do so, but it may be faster without dynamic branches.
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#define PHOSPHOR_MASK_MANUALLY_RESIZE
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// If we sinc-resize the mask, should we Lanczos-window it (slower but better)?
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#define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
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// Larger blurs are expensive, but we need them to blur larger triads. We can
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// detect the right blur if the triad size is static or our profile allows
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// dynamic branches, but otherwise we use the largest blur the user indicates
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// they might need:
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#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
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//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
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//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
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//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
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// Here's a helpful chart:
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// MaxTriadSize BlurSize MinTriadCountsByResolution
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// 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
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// 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
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// 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
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// 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
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// 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
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/////////////////////////////// USER PARAMETERS //////////////////////////////
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// Note: Many of these static parameters are overridden by runtime shader
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// parameters when those are enabled. However, many others are static codepath
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// options that were cleaner or more convert to code as static constants.
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// GAMMA:
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static const float crt_gamma_static = 2.5; // range [1, 5]
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static const float lcd_gamma_static = 2.2; // range [1, 5]
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// LEVELS MANAGEMENT:
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// Control the final multiplicative image contrast:
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static const float levels_contrast_static = 1.0; // range [0, 4)
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// We auto-dim to avoid clipping between passes and restore brightness
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// later. Control the dim factor here: Lower values clip less but crush
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// blacks more (static only for now).
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static const float levels_autodim_temp = 0.5; // range (0, 1]
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// HALATION/DIFFUSION/BLOOM:
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// Halation weight: How much energy should be lost to electrons bounding
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// around under the CRT glass and exciting random phosphors?
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static const float halation_weight_static = 0.0; // range [0, 1]
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// Refractive diffusion weight: How much light should spread/diffuse from
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// refracting through the CRT glass?
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static const float diffusion_weight_static = 0.075; // range [0, 1]
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// Underestimate brightness: Bright areas bloom more, but we can base the
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// bloom brightpass on a lower brightness to sharpen phosphors, or a higher
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// brightness to soften them. Low values clip, but >= 0.8 looks okay.
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static const float bloom_underestimate_levels_static = 0.8; // range [0, 5]
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// Blur all colors more than necessary for a softer phosphor bloom?
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static const float bloom_excess_static = 0.0; // range [0, 1]
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// The BLOOM_APPROX pass approximates a phosphor blur early on with a small
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// blurred resize of the input (convergence offsets are applied as well).
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// There are three filter options (static option only for now):
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// 0.) Bilinear resize: A fast, close approximation to a 4x4 resize
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// if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane
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// and beam_max_sigma is low.
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// 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring,
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// always uses a static sigma regardless of beam_max_sigma or
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// mask_num_triads_desired.
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// 2.) True 4x4 Gaussian resize: Slowest, technically correct.
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// These options are more pronounced for the fast, unbloomed shader version.
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static const float bloom_approx_filter_static = 0.0;
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// ELECTRON BEAM SCANLINE DISTRIBUTION:
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// How many scanlines should contribute light to each pixel? Using more
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// scanlines is slower (especially for a generalized Gaussian) but less
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// distorted with larger beam sigmas (especially for a pure Gaussian). The
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// max_beam_sigma at which the closest unused weight is guaranteed <
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// 1.0/255.0 (for a 3x antialiased pure Gaussian) is:
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// 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized
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// 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized
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// 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized
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// 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized
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// 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized
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static const float beam_num_scanlines = 3.0; // range [2, 6]
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// A generalized Gaussian beam varies shape with color too, now just width.
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// It's slower but more flexible (static option only for now).
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static const bool beam_generalized_gaussian = false;
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// What kind of scanline antialiasing do you want?
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// 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral
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// Integrals are slow (especially for generalized Gaussians) and rarely any
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// better than 3x antialiasing (static option only for now).
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static const float beam_antialias_level = 1.0; // range [0, 2]
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// Min/max standard deviations for scanline beams: Higher values widen and
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// soften scanlines. Depending on other options, low min sigmas can alias.
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static const float beam_min_sigma_static = 0.02; // range (0, 1]
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static const float beam_max_sigma_static = 0.3; // range (0, 1]
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// Beam width varies as a function of color: A power function (0) is more
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// configurable, but a spherical function (1) gives the widest beam
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// variability without aliasing (static option only for now).
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static const float beam_spot_shape_function = 0.0;
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// Spot shape power: Powers <= 1 give smoother spot shapes but lower
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// sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close.
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static const float beam_spot_power_static = 1.0/3.0; // range (0, 16]
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// Generalized Gaussian max shape parameters: Higher values give flatter
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// scanline plateaus and steeper dropoffs, simultaneously widening and
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// sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and
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// values > ~40.0 cause artifacts with integrals.
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static const float beam_min_shape_static = 2.0; // range [2, 32]
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static const float beam_max_shape_static = 4.0; // range [2, 32]
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// Generalized Gaussian shape power: Affects how quickly the distribution
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// changes shape from Gaussian to steep/plateaued as color increases from 0
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// to 1.0. Higher powers appear softer for most colors, and lower powers
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// appear sharper for most colors.
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static const float beam_shape_power_static = 1.0/4.0; // range (0, 16]
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// What filter should be used to sample scanlines horizontally?
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// 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp)
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static const float beam_horiz_filter_static = 0.0;
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// Standard deviation for horizontal Gaussian resampling:
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static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3]
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// Do horizontal scanline sampling in linear RGB (correct light mixing),
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// gamma-encoded RGB (darker, hard spot shape, may better match bandwidth-
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// limiting circuitry in some CRT's), or a weighted avg.?
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static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1]
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// Simulate scanline misconvergence? This needs 3x horizontal texture
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// samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in
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// later passes (static option only for now).
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static const bool beam_misconvergence = true;
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// Convergence offsets in x/y directions for R/G/B scanline beams in units
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// of scanlines. Positive offsets go right/down; ranges [-2, 2]
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static const float2 convergence_offsets_r_static = float2(0.1, 0.2);
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static const float2 convergence_offsets_g_static = float2(0.3, 0.4);
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static const float2 convergence_offsets_b_static = float2(0.5, 0.6);
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// Detect interlacing (static option only for now)?
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static const bool interlace_detect_static = true;
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// Assume 1080-line sources are interlaced?
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static const bool interlace_1080i_static = false;
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// For interlaced sources, assume TFF (top-field first) or BFF order?
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// (Whether this matters depends on the nature of the interlaced input.)
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static const bool interlace_bff_static = false;
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// ANTIALIASING:
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// What AA level do you want for curvature/overscan/subpixels? Options:
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// 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x
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// (Static option only for now)
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static const float aa_level = 12.0; // range [0, 24]
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// What antialiasing filter do you want (static option only)? Options:
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// 0: Box (separable), 1: Box (cylindrical),
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// 2: Tent (separable), 3: Tent (cylindrical),
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// 4: Gaussian (separable), 5: Gaussian (cylindrical),
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// 6: Cubic* (separable), 7: Cubic* (cylindrical, poor)
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// 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor)
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// * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS
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static const float aa_filter = 8.0; // range [0, 9]
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// Flip the sample grid on odd/even frames (static option only for now)?
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static const bool aa_temporal = false;
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// Use RGB subpixel offsets for antialiasing? The pixel is at green, and
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// the blue offset is the negative r offset; range [0, 0.5]
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static const float2 aa_subpixel_r_offset_static = float2(0.0, 0.0);//float2(0.0);
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// Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell
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// 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality.
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// 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening.
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// 3.) C = 1.0/3.0 is the Mitchell-Netravali filter.
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// 4.) C = 0.0 is a soft spline filter.
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static const float aa_cubic_c_static = 0.5; // range [0, 4]
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// Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter.
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static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0]
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// PHOSPHOR MASK:
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// Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask
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static const float mask_type_static = 1.0; // range [0, 2]
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// We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible.
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// 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible).
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// This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined.
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// 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This
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// is halfway decent with LUT mipmapping but atrocious without it.
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// 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords
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// (pretty/fast/inflexible). Each input LUT has a fixed dot pitch.
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// This mode reuses the same masks, so triads will be enormous unless
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// you change the mask LUT filenames in your .cgp file.
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static const float mask_sample_mode_static = 0.0; // range [0, 2]
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// Prefer setting the triad size (0.0) or number on the screen (1.0)?
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// If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size
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// will always be used to calculate the full bloom sigma statically.
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static const float mask_specify_num_triads_static = 0.0; // range [0, 1]
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// Specify the phosphor triad size, in pixels. Each tile (usually with 8
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// triads) will be rounded to the nearest integer tile size and clamped to
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// obey minimum size constraints (imposed to reduce downsize taps) and
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// maximum size constraints (imposed to have a sane MASK_RESIZE FBO size).
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// To increase the size limit, double the viewport-relative scales for the
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// two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h.
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// range [1, mask_texture_small_size/mask_triads_per_tile]
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static const float mask_triad_size_desired_static = 24.0 / 8.0;
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// If mask_specify_num_triads is 1.0/true, we'll go by this instead (the
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// final size will be rounded and constrained as above); default 480.0
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static const float mask_num_triads_desired_static = 480.0;
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// How many lobes should the sinc/Lanczos resizer use? More lobes require
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// more samples and avoid moire a bit better, but some is unavoidable
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// depending on the destination size (static option for now).
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static const float mask_sinc_lobes = 3.0; // range [2, 4]
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// The mask is resized using a variable number of taps in each dimension,
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// but some Cg profiles always fetch a constant number of taps no matter
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// what (no dynamic branching). We can limit the maximum number of taps if
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// we statically limit the minimum phosphor triad size. Larger values are
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// faster, but the limit IS enforced (static option only, forever);
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// range [1, mask_texture_small_size/mask_triads_per_tile]
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// TODO: Make this 1.0 and compensate with smarter sampling!
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static const float mask_min_allowed_triad_size = 2.0;
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// GEOMETRY:
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// Geometry mode:
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// 0: Off (default), 1: Spherical mapping (like cgwg's),
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// 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron
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static const float geom_mode_static = 0.0; // range [0, 3]
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// Radius of curvature: Measured in units of your viewport's diagonal size.
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static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024]
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// View dist is the distance from the player to their physical screen, in
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// units of the viewport's diagonal size. It controls the field of view.
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static const float geom_view_dist_static = 2.0; // range [0.5, 1024]
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// Tilt angle in radians (clockwise around up and right vectors):
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static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi]
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// Aspect ratio: When the true viewport size is unknown, this value is used
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// to help convert between the phosphor triad size and count, along with
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// the mask_resize_viewport_scale constant from user-cgp-constants.h. Set
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// this equal to Retroarch's display aspect ratio (DAR) for best results;
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// range [1, geom_max_aspect_ratio from user-cgp-constants.h];
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// default (256/224)*(54/47) = 1.313069909 (see below)
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static const float geom_aspect_ratio_static = 1.313069909;
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// Before getting into overscan, here's some general aspect ratio info:
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// - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting
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// - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR
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// - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping
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// Geometry processing has to "undo" the screen-space 2D DAR to calculate
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// 3D view vectors, then reapplies the aspect ratio to the simulated CRT in
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// uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either:
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// a.) Enable Retroarch's "Crop Overscan"
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// b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0)
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// Real consoles use horizontal black padding in the signal, but emulators
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// often crop this without cropping the vertical padding; a 256x224 [S]NES
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// frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not.
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// The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun:
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// http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50
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// http://forums.nesdev.com/viewtopic.php?p=24815#p24815
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// For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR
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// without doing a. or b., but horizontal image borders will be tighter
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// than vertical ones, messing up curvature and overscan. Fixing the
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// padding first corrects this.
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// Overscan: Amount to "zoom in" before cropping. You can zoom uniformly
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// or adjust x/y independently to e.g. readd horizontal padding, as noted
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// above: Values < 1.0 zoom out; range (0, inf)
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static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0)
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// Compute a proper pixel-space to texture-space matrix even without ddx()/
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// ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering
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// with strong curvature (static option only for now).
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static const bool geom_force_correct_tangent_matrix = false;
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// BORDERS:
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// Rounded border size in texture uv coords:
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static const float border_size_static = 0.015; // range [0, 0.5]
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// Border darkness: Moderate values darken the border smoothly, and high
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// values make the image very dark just inside the border:
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static const float border_darkness_static = 2.0; // range [0, inf)
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// Border compression: High numbers compress border transitions, narrowing
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// the dark border area.
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static const float border_compress_static = 2.5; // range [1, inf)
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#endif // USER_SETTINGS_H
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