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397 lines
17 KiB
Markdown
397 lines
17 KiB
Markdown
**koko-aio-slang parameters documentation**
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**Color corrections:**
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Modify luminance, saturation, contrast, brightness and color temperature of the
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signal, at "input" stage.
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Gamma correction is applied to the final processed picture.
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**FXAA:**
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Apply the well known antialiasing effect by Nvidia.
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Use it if you don't want to blur the image and you still don't like
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jagged or too much pixelated images.
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**CVBS: NTSC color artifacts: **
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Tries to emulate typical NTSC color artifacting without emulating
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full NTSC coding/decoding pipeline.
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While it improves the look of NTSC content, don't expect it to be
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an accurate emulation (yet?)
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As today, it is enough to emulate rainbowing effects on genesis.
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** RF Noise: **
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Emulates radio frequency noise with a given strength
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**CVBS: Bandwidth limited chroma:**
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Will cause an horizontal chroma bleed which cheaply mimics the effect of
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poor composite video signals.
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It can be used with RGB shifting and image blurring to give the picture
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an ntsc look without dealing with specific encoding/decoding stuffs.
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**Deconvergence:**
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Shift R,G,B components separately to mimic channel deconvergence.
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By varying Red, Green and Blue offsets, the relative component will be
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shifted column by column, row by row.
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**Glow/Blur:**
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Emulate the CRT glowing "feature", so that the brighter areas of
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the image will light their surroundings,
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with options to switch to classic blur.
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Input signal strength:
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The input signal gain
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Input gamma:
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Controls how much the signal has to be bright to produce the glow.
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Glow spread amount:
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The higher, the more the bright colors will smoothly expand.
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It emulates the natural antialiasing you see on CRTs on bright areas.
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Sharpness (horizontal, vertical):
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The lower, the blurrier the image.
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When set to zero, his value is handled using "Glow spread amount"
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When pushed to its maximum value, no blurring will occour.
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Glow / blur bias:
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Higher negative values -> more glow : brighter colors expands over darker ones.
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Higher positive values -> means blur: all the colors are blurred.
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0.0 means no blur, no glow.
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Blur NTSC artifacts more
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When NTSC artifacts emulation is enabled, this option will let you blur
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them more, this would help to selectively blur things like waterfalls
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in Sonic 2.
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The value you set it will be subtracted from glow horizontal sharpness.
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Blur less NTSC artifacts (min treshold)
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In relation to the previous setting, this allow to blur only the most
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prominent artifacts.
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Show NTSC artifacts mask (debug)
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This will help you to set the previous 2 values as it will show only
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the artifacts that will modify the blur.
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**Masks and/or Darklines:**
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Emulates CRT RGB phosphors (RGB Mask),
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slotmasks and aperturegrille (Darklines).
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(HiDPI) Vmask and Darklines multiplier:
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This shader is tuned for 1080p, but ff you have an HiDPI display
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you may want to scale this filter by a factor.
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Vmask Strength:
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How much will the RGB mask be visible.
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. (LoDPI) Green,Magenta -> RGB:
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By exploiting common monitors RGB subpixel order, this causes
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the RGB mask, to be emulated by using just 2 pixels instead of 3.
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Very useful for 1080p (or lower) displays and to keep more brightness.
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If you have reddish tint, please double check that your monitor is
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running at native resolution and the operating system is not scaling
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the screen.
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This option is disabled if a vertical game is detected
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(mame 2003 plus and fbneo cores)
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. Horizontal Gap between triads:
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In real displays, rgb triads are separated by a black space.
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You can emulate it by turning this feature on.
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. Affect bright colors:
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Emulating RGB masks will lower the resulting image brightness and you
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cant just push input signal brightness without clipping the signal.
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By using this option, the RGB mask will be less evident on brighter
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colors.
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However, it is advised to use the "Halo" feature instead (see later)
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ft your system can handle it.
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Darklines: strength:
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How much will the horizontal darklines be visible.
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. Triad offset:
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When drawing "straight" horizontal darklines, you can emulate CRT aperture grille.
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But if you want slotmasks instead, you need to vertically
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offset them every RGB triad.
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However, slotmask emulation can be enabled via a superior implementation
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if you enable scanlines (see below).
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. Triad height:
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Basically tells the shader how much a triad has to be high.
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Darklines: affect bright colors:
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See "RGB Mask: affect bright colors"
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**Halo:**
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Emulates the effect of the brighter pixels reflected by the CRT glass
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that lights nearby zones (a sort of tight bloom).
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The light is meant to be spreaded in a way that it nulls the effect of the
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dark scanline parts, darklines and the RGB masks.
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So you can use this to restore the brightness and color saturation
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loss when using features like scanlines, darklines or RGB masks.
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Light up scanlines too:
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Theoretically Halo have to be applied
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"over" everything, because that is the way it works in nature.
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But you can choose to cheat and instead apply scanlines over the halo
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instead.
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Do this if you like much more pronunced scanlines, even at the
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price of some graphical artifacts visible on high contrasted areas.
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Refer to "Glowing Input/power" for other parameters meaning.
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**Scanlines:**
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Emulate CRT scanlines.
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Scanlines gap brightness:
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controls how "little" they will look pronunced.
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You can even use a negative value to make the scanline more evident,
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but graphical glitches may occour.
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Minimum/Maximum height:
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Control the scanline thickness, can be used to mitigate moiree.
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Min->Max Inertia
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The lower, the thinner scanlines will be used for higher brightness.
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Scanlines bleeding:
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Will cause the scanline itself to light the scanline gap (dark) part.
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You may use it to keep a good picture brightness level.
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Interlace flicker:
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Emulates the flickering issues present on crt interlaced screens
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where the brighter lines flickers when they are near dark ones.
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You can choose to produce the flickering: never, always or only
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when the input picture is considered interlaced.
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The threshold for that is defined in config.inc
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with the parameter: MIN\_LINES\_INTERLACED.
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Disable on interlaced screen:
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You can choose to completely disable scanline emulation when
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the input picture is considered interlaced.
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Slotmask type (don't use with darklines!)
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You may want to draw slotmasks alongside the scanlines to sync their heights
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and avoid graphical glitches.
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If you enable this feature, it is highly recommended to disable darklines.
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Darklines will still used when dealing with interlaced or flickering screens.
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Type 1 allows you to configure strength and stagger.
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The stagger height will be modulated by the scanline height.
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Type 2 produces thinner slotmasks, (dark gaps more pronunced),
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but with fixed offset.
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The stagger height will still be modulated by the scanline height.
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This is intended to give pixels a sparkling point.
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Works best with scanline heights in range [0.5..0.7]
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Type 3 is fixed and produces heavier and thinner slotmasks without visible scanlines.
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Slotmask strength
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The strength of the slotmask
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. Offset
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This is the slotmask offset/stagger, (available on type 1 only)
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Keep it around 79 or all the way to max
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**Bloom:**
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Acts like Halo, but affects a much wider area and is more configurable.
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By using this effect and playing with its parameters, you can achieve funny
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or even artistic results.
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Final mix:
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Modulates between the original images and the bloomed one.
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Radius:
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Controls how much the bloom has to be wide.
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Quality:
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How much the shape of the bloomed picture will reflect the original one.
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Input Gamma (threshold):
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Use this as a threshold to control how much a pixel has to be bright
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to produce a bloom effect.
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Output Gamma (contour smoothness):
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Lowering it will make the bloom contour more pronunced.
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Handy to simulate well defined "Aura" effects.
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Power multiplier:
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Just apply a gain to the final bloom.
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Modulate: Local exposure eye adaption strength
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Simulate the process through which the pupil adapt itself to different
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light conditions.
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Modulate: Strength on bright areas (0 = aura)
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Since the light produced by the bloom effect is added to the underlying
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image, it can produce clipping effects on the already bright areas.
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This is actually an hack that will avoid to bloom them.
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Bypass/Solo:
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See how the bloomed image looks alone.
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Use 1.0 to see naked bloom without any modulation applied
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Use 2.0 to see naked bloom with modulation applied
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**Curvature:**
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Emulates a curved CRT display.
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WARP X, WARP Y:
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control how much the display is curved along its axes.
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Corner radius, Corner sharpness:
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Control the "smoothness" of the display corners.
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Cut curvature ears;
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If you see weird image repetition try this.
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**Bezel:**
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Draws a monitor frame with simulated reflections from the game content.
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The monitor frame is an image loaded by the shader and is shipped
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in the "textures" shader subdirectory, named "monitor\_body.png"
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It has been made with the following rules that may come handy
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only if you want to edit it; otherwise go on.
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- The red channel represents the luminance information
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- The green channel represents the highlights
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- The alpha channel in the inner frame represents the part of the bezel
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that will be filled by the game content
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- The blue channel represents the part of the bezel that will be filled by the game reflection.
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Straight
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Use a straight bezel instead of a curved one.
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Inner zoom:
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Allows to shrink or expand the game content to fit the monitor frame.
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When integer scaling is enabled, this is ignored.
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Frame zoom:
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Allows to shrink or expand the monitor frame to fit the game content.
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Bezel color (red,green,blue) and contrast:
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Allows to choose the color of the monitor frame.
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Reflections strength
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The amount of reflections
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Reflections sharpness
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Modulates from totally blurred to totally sharp reflection appearance.
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Reflections roughness
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The amount of material roughness in reflection area
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Diffusion strength
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Mix an amount of high blurred reflection to simulate light diffusion
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Specularity strength
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The amount of specular reflection
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Darken corners
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How much the bezel corners should be darkened
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**Backgound image:**
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Draws an image on screen picked from the "textures" shader subdirectory,
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named: background.png<br>
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**-> It is needed that you set retroarch aspect to "Full" <-**
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( Settings, Video, Scaling, Aspect Ratio = Full )
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The image is painted "under" the game content and under the monitor frame by
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default, and his alpha channel will let you see ambient lighs (see next).
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Image over content (alpha channel driven)?:
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...however you can paint the image over the game content and over the
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monitor frame itself by selecting this option.
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If you do so, the alpha channel of the background image will be used to
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let you view the underlying content.
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Shift(Zoom) Image over X(Y) axis:
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move or zoom the whole background image.
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Rotate image mode
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This could be needed when dealing with vertical games.
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Use -1 to let the shader try to guess if the rotation is needed.
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Wrap mode:
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This feature is static, to use it
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you have to manually enable it by removing the leading: "//"
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from "//#define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER" in config.inc
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What to do outside the image:
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0 Mirrored repeat because so is configured in main .slangp.
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1 Clamp to border and it means black.
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2 Clamp to edge and means that it repeats the edge color.
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3 Plain repeat without mirroring.
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**Backdrop support:**
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Some old arcades used a mirror trick to overlay the
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game content over an high definition printed image.<br>
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The image used by default, picked from the "textures" shader subdirectory,
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is named: boothill.jpg<br>
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Shift(Zoom) Backdrop over X(Y) axis:
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move or zoom the whole background image.
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**Ambient light leds:**
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Emulates the presence of led strips under the monitor that lights the
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surroundings according to the edges of the game content.
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**-> It is needed that you set retroarch aspect to "Full" <-**
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( Settings, Video, Scaling, Aspect Ratio = Full )
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Slowness:
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How much will the leds will take to reflect the game content.
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It may sound silly to make them slow, but if they reacts too fast,
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they may distract you.
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Keep in mynd that there is a scene detection logic that will make them
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react as fast as possible when a scene change is detected.
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Light Falloff:
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How wide is the area illuminated.
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Led power:
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Leds post gain.
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Note: To avoid burn-in effects, keep Light Falloff + Led power not too high.
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Colorize Bezel
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Allow to add an amount of the ambient light over the bezel frame
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Colorization size
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How much the ambient light should bleed over the monitor.
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Pushing this too high would make it bleed over the tube.
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This is not supported.
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Back/Foreground image alpha blend
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When displaying background or foreground images, ambient lights are
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shown on their transparent areas (alpha channel)
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Switching this you can choose if you want to emulate leds:
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under the image (0/mix) or over the image (1/add)
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Always colorize Back/Foreground image (add mode only)
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When "Back/Foreground image alpha blend" is set to 1/add,
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you can choose to always colorize the foreground image by a certain amount.
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This can be used to produce big haloes all around the tube.
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This internally works by adding the amount of your choice to the alpha channel
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of the foreground image.
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**Luminosity dependant zoom:**
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On older CRT monitors, the picture gets bigger when the image was brighter.
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**Vignette:**
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Will cause uneven brightness of the image, more at the center,
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less at the edges.
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**Spot:**
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Simulates external light reflected by the monitor glass.
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**Aspect Ratio:**
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When using effects that need Retroarch aspect ratio option
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to be set to "full", you have to provide the source aspect
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ratio to the shader.
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Use -6 for MAME cores that pre-rotates the game (TATE mode)
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With Mame 2003 plus and fbneo cores, koko-aio detects if the
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game is rotated or not without any user intervention.
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Aspect Ratio Numerator:
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Setting non positive value here will switch to a predefined
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aspect ratio from the following list:
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0 = 1.33 MAME
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-1 = 1.55 NTSC
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-2 = 1.25 PAL
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-3 = 8/7 Snes
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-4 = 10/7 Megadrive
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-5 = Uncorrected
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-6 = 0.75 MAME rotated 1.33 games in TATE mode
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Aspect Ratio Denominator:
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As long as Aspect Ratio Numerator is positive, this will
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be used as the denominator of the fraction.
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**Global shift/zoom image:**
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Zoom and shift everything on screen, but background pictures.
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**Override content geometry:**
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Contrary to the global aspect ratio control, this changes only the game geometry.
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Bezel stays the same.
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Integer scale: Game content zoom height is rounded to nearest integer.
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Maximum integer scale: Dont allow integer scaling more than this
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* beware: the following options in this group
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overrides the integer scale.
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Aspect: Change aspect ratio.
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Vertical/Horizontal position: Shifts the game position
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Zoom: Change the size
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**Tilt:**
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Put the bezel and the game content into perspective.
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Tilt along X(Y) axis:
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Rotate the image in space
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Fov: Modulates the field of view
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Bezel multiplier:
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Can be used to adjust the bezel rotation
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in relation to the game tilt amount
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**Alternate line blanking:**
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CRT monitors \*real\* refresh was amazing, today is just "meh" in most cases.
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This emulates the low pixel persistance of CRT monitors
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and reduces the motion blur, typical of LCD displays, by blanking even/odd
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screen lines on even/odd frames, by sacrificing image brightness, ofc.
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This feature is static, to use it
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you have to manually enable it by removing the leading: "//"
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from "//#define ALLOW_ALT_BLANK" in config.inc
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Frame insertion strength:
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How much the line will be blanked.
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Dark lines period:
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You can blank single line or a group of them at once.
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See what performs better on your display.
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