mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
397 lines
17 KiB
Markdown
397 lines
17 KiB
Markdown
**koko-aio-slang parameters documentation**
|
|
|
|
**Color corrections:**
|
|
Modify luminance, saturation, contrast, brightness and color temperature of the
|
|
signal, at "input" stage.
|
|
Gamma correction is applied to the final processed picture.
|
|
|
|
**FXAA:**
|
|
Apply the well known antialiasing effect by Nvidia.
|
|
Use it if you don't want to blur the image and you still don't like
|
|
jagged or too much pixelated images.
|
|
|
|
**CVBS: NTSC color artifacts: **
|
|
Tries to emulate typical NTSC color artifacting without emulating
|
|
full NTSC coding/decoding pipeline.
|
|
While it improves the look of NTSC content, don't expect it to be
|
|
an accurate emulation (yet?)
|
|
As today, it is enough to emulate rainbowing effects on genesis.
|
|
|
|
** RF Noise: **
|
|
Emulates radio frequency noise with a given strength
|
|
|
|
**CVBS: Bandwidth limited chroma:**
|
|
Will cause an horizontal chroma bleed which cheaply mimics the effect of
|
|
poor composite video signals.
|
|
It can be used with RGB shifting and image blurring to give the picture
|
|
an ntsc look without dealing with specific encoding/decoding stuffs.
|
|
|
|
**Deconvergence:**
|
|
Shift R,G,B components separately to mimic channel deconvergence.
|
|
By varying Red, Green and Blue offsets, the relative component will be
|
|
shifted column by column, row by row.
|
|
|
|
**Glow/Blur:**
|
|
Emulate the CRT glowing "feature", so that the brighter areas of
|
|
the image will light their surroundings,
|
|
with options to switch to classic blur.
|
|
|
|
Input signal strength:
|
|
The input signal gain
|
|
Input gamma:
|
|
Controls how much the signal has to be bright to produce the glow.
|
|
Glow spread amount:
|
|
The higher, the more the bright colors will smoothly expand.
|
|
It emulates the natural antialiasing you see on CRTs on bright areas.
|
|
Sharpness (horizontal, vertical):
|
|
The lower, the blurrier the image.
|
|
When set to zero, his value is handled using "Glow spread amount"
|
|
When pushed to its maximum value, no blurring will occour.
|
|
Glow / blur bias:
|
|
Higher negative values -> more glow : brighter colors expands over darker ones.
|
|
Higher positive values -> means blur: all the colors are blurred.
|
|
0.0 means no blur, no glow.
|
|
Blur NTSC artifacts more
|
|
When NTSC artifacts emulation is enabled, this option will let you blur
|
|
them more, this would help to selectively blur things like waterfalls
|
|
in Sonic 2.
|
|
The value you set it will be subtracted from glow horizontal sharpness.
|
|
Blur less NTSC artifacts (min treshold)
|
|
In relation to the previous setting, this allow to blur only the most
|
|
prominent artifacts.
|
|
Show NTSC artifacts mask (debug)
|
|
This will help you to set the previous 2 values as it will show only
|
|
the artifacts that will modify the blur.
|
|
|
|
**Masks and/or Darklines:**
|
|
Emulates CRT RGB phosphors (RGB Mask),
|
|
slotmasks and aperturegrille (Darklines).
|
|
|
|
(HiDPI) Vmask and Darklines multiplier:
|
|
This shader is tuned for 1080p, but ff you have an HiDPI display
|
|
you may want to scale this filter by a factor.
|
|
Vmask Strength:
|
|
How much will the RGB mask be visible.
|
|
. (LoDPI) Green,Magenta -> RGB:
|
|
By exploiting common monitors RGB subpixel order, this causes
|
|
the RGB mask, to be emulated by using just 2 pixels instead of 3.
|
|
Very useful for 1080p (or lower) displays and to keep more brightness.
|
|
If you have reddish tint, please double check that your monitor is
|
|
running at native resolution and the operating system is not scaling
|
|
the screen.
|
|
This option is disabled if a vertical game is detected
|
|
(mame 2003 plus and fbneo cores)
|
|
. Horizontal Gap between triads:
|
|
In real displays, rgb triads are separated by a black space.
|
|
You can emulate it by turning this feature on.
|
|
. Affect bright colors:
|
|
Emulating RGB masks will lower the resulting image brightness and you
|
|
cant just push input signal brightness without clipping the signal.
|
|
By using this option, the RGB mask will be less evident on brighter
|
|
colors.
|
|
However, it is advised to use the "Halo" feature instead (see later)
|
|
ft your system can handle it.
|
|
Darklines: strength:
|
|
How much will the horizontal darklines be visible.
|
|
. Triad offset:
|
|
When drawing "straight" horizontal darklines, you can emulate CRT aperture grille.
|
|
But if you want slotmasks instead, you need to vertically
|
|
offset them every RGB triad.
|
|
However, slotmask emulation can be enabled via a superior implementation
|
|
if you enable scanlines (see below).
|
|
. Triad height:
|
|
Basically tells the shader how much a triad has to be high.
|
|
Darklines: affect bright colors:
|
|
See "RGB Mask: affect bright colors"
|
|
|
|
**Halo:**
|
|
Emulates the effect of the brighter pixels reflected by the CRT glass
|
|
that lights nearby zones (a sort of tight bloom).
|
|
The light is meant to be spreaded in a way that it nulls the effect of the
|
|
dark scanline parts, darklines and the RGB masks.
|
|
So you can use this to restore the brightness and color saturation
|
|
loss when using features like scanlines, darklines or RGB masks.
|
|
|
|
Light up scanlines too:
|
|
Theoretically Halo have to be applied
|
|
"over" everything, because that is the way it works in nature.
|
|
But you can choose to cheat and instead apply scanlines over the halo
|
|
instead.
|
|
Do this if you like much more pronunced scanlines, even at the
|
|
price of some graphical artifacts visible on high contrasted areas.
|
|
|
|
Refer to "Glowing Input/power" for other parameters meaning.
|
|
|
|
**Scanlines:**
|
|
Emulate CRT scanlines.
|
|
|
|
Scanlines gap brightness:
|
|
controls how "little" they will look pronunced.
|
|
You can even use a negative value to make the scanline more evident,
|
|
but graphical glitches may occour.
|
|
Minimum/Maximum height:
|
|
Control the scanline thickness, can be used to mitigate moiree.
|
|
Min->Max Inertia
|
|
The lower, the thinner scanlines will be used for higher brightness.
|
|
Scanlines bleeding:
|
|
Will cause the scanline itself to light the scanline gap (dark) part.
|
|
You may use it to keep a good picture brightness level.
|
|
Interlace flicker:
|
|
Emulates the flickering issues present on crt interlaced screens
|
|
where the brighter lines flickers when they are near dark ones.
|
|
You can choose to produce the flickering: never, always or only
|
|
when the input picture is considered interlaced.
|
|
The threshold for that is defined in config.inc
|
|
with the parameter: MIN\_LINES\_INTERLACED.
|
|
Disable on interlaced screen:
|
|
You can choose to completely disable scanline emulation when
|
|
the input picture is considered interlaced.
|
|
Slotmask type (don't use with darklines!)
|
|
You may want to draw slotmasks alongside the scanlines to sync their heights
|
|
and avoid graphical glitches.
|
|
If you enable this feature, it is highly recommended to disable darklines.
|
|
Darklines will still used when dealing with interlaced or flickering screens.
|
|
Type 1 allows you to configure strength and stagger.
|
|
The stagger height will be modulated by the scanline height.
|
|
Type 2 produces thinner slotmasks, (dark gaps more pronunced),
|
|
but with fixed offset.
|
|
The stagger height will still be modulated by the scanline height.
|
|
This is intended to give pixels a sparkling point.
|
|
Works best with scanline heights in range [0.5..0.7]
|
|
Type 3 is fixed and produces heavier and thinner slotmasks without visible scanlines.
|
|
Slotmask strength
|
|
The strength of the slotmask
|
|
. Offset
|
|
This is the slotmask offset/stagger, (available on type 1 only)
|
|
Keep it around 79 or all the way to max
|
|
|
|
**Bloom:**
|
|
Acts like Halo, but affects a much wider area and is more configurable.
|
|
By using this effect and playing with its parameters, you can achieve funny
|
|
or even artistic results.
|
|
|
|
Final mix:
|
|
Modulates between the original images and the bloomed one.
|
|
Radius:
|
|
Controls how much the bloom has to be wide.
|
|
Quality:
|
|
How much the shape of the bloomed picture will reflect the original one.
|
|
Input Gamma (threshold):
|
|
Use this as a threshold to control how much a pixel has to be bright
|
|
to produce a bloom effect.
|
|
Output Gamma (contour smoothness):
|
|
Lowering it will make the bloom contour more pronunced.
|
|
Handy to simulate well defined "Aura" effects.
|
|
Power multiplier:
|
|
Just apply a gain to the final bloom.
|
|
Modulate: Local exposure eye adaption strength
|
|
Simulate the process through which the pupil adapt itself to different
|
|
light conditions.
|
|
Modulate: Strength on bright areas (0 = aura)
|
|
Since the light produced by the bloom effect is added to the underlying
|
|
image, it can produce clipping effects on the already bright areas.
|
|
This is actually an hack that will avoid to bloom them.
|
|
Bypass/Solo:
|
|
See how the bloomed image looks alone.
|
|
Use 1.0 to see naked bloom without any modulation applied
|
|
Use 2.0 to see naked bloom with modulation applied
|
|
|
|
**Curvature:**
|
|
Emulates a curved CRT display.
|
|
|
|
WARP X, WARP Y:
|
|
control how much the display is curved along its axes.
|
|
Corner radius, Corner sharpness:
|
|
Control the "smoothness" of the display corners.
|
|
Cut curvature ears;
|
|
If you see weird image repetition try this.
|
|
|
|
**Bezel:**
|
|
Draws a monitor frame with simulated reflections from the game content.
|
|
The monitor frame is an image loaded by the shader and is shipped
|
|
in the "textures" shader subdirectory, named "monitor\_body.png"
|
|
It has been made with the following rules that may come handy
|
|
only if you want to edit it; otherwise go on.
|
|
- The red channel represents the luminance information
|
|
- The green channel represents the highlights
|
|
- The alpha channel in the inner frame represents the part of the bezel
|
|
that will be filled by the game content
|
|
- The blue channel represents the part of the bezel that will be filled by the game reflection.
|
|
|
|
Straight
|
|
Use a straight bezel instead of a curved one.
|
|
Inner zoom:
|
|
Allows to shrink or expand the game content to fit the monitor frame.
|
|
When integer scaling is enabled, this is ignored.
|
|
Frame zoom:
|
|
Allows to shrink or expand the monitor frame to fit the game content.
|
|
Bezel color (red,green,blue) and contrast:
|
|
Allows to choose the color of the monitor frame.
|
|
Reflections strength
|
|
The amount of reflections
|
|
Reflections sharpness
|
|
Modulates from totally blurred to totally sharp reflection appearance.
|
|
Reflections roughness
|
|
The amount of material roughness in reflection area
|
|
Diffusion strength
|
|
Mix an amount of high blurred reflection to simulate light diffusion
|
|
Specularity strength
|
|
The amount of specular reflection
|
|
Darken corners
|
|
How much the bezel corners should be darkened
|
|
|
|
|
|
**Backgound image:**
|
|
Draws an image on screen picked from the "textures" shader subdirectory,
|
|
named: background.png<br>
|
|
**-> It is needed that you set retroarch aspect to "Full" <-**
|
|
( Settings, Video, Scaling, Aspect Ratio = Full )
|
|
The image is painted "under" the game content and under the monitor frame by
|
|
default, and his alpha channel will let you see ambient lighs (see next).
|
|
|
|
Image over content (alpha channel driven)?:
|
|
...however you can paint the image over the game content and over the
|
|
monitor frame itself by selecting this option.
|
|
If you do so, the alpha channel of the background image will be used to
|
|
let you view the underlying content.
|
|
Shift(Zoom) Image over X(Y) axis:
|
|
move or zoom the whole background image.
|
|
Rotate image mode
|
|
This could be needed when dealing with vertical games.
|
|
Use -1 to let the shader try to guess if the rotation is needed.
|
|
Wrap mode:
|
|
This feature is static, to use it
|
|
you have to manually enable it by removing the leading: "//"
|
|
from "//#define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER" in config.inc
|
|
|
|
What to do outside the image:
|
|
0 Mirrored repeat because so is configured in main .slangp.
|
|
1 Clamp to border and it means black.
|
|
2 Clamp to edge and means that it repeats the edge color.
|
|
3 Plain repeat without mirroring.
|
|
|
|
|
|
**Backdrop support:**
|
|
Some old arcades used a mirror trick to overlay the
|
|
game content over an high definition printed image.<br>
|
|
The image used by default, picked from the "textures" shader subdirectory,
|
|
is named: boothill.jpg<br>
|
|
Shift(Zoom) Backdrop over X(Y) axis:
|
|
move or zoom the whole background image.
|
|
|
|
|
|
**Ambient light leds:**
|
|
Emulates the presence of led strips under the monitor that lights the
|
|
surroundings according to the edges of the game content.
|
|
**-> It is needed that you set retroarch aspect to "Full" <-**
|
|
( Settings, Video, Scaling, Aspect Ratio = Full )
|
|
|
|
Slowness:
|
|
How much will the leds will take to reflect the game content.
|
|
It may sound silly to make them slow, but if they reacts too fast,
|
|
they may distract you.
|
|
Keep in mynd that there is a scene detection logic that will make them
|
|
react as fast as possible when a scene change is detected.
|
|
Light Falloff:
|
|
How wide is the area illuminated.
|
|
Led power:
|
|
Leds post gain.
|
|
Note: To avoid burn-in effects, keep Light Falloff + Led power not too high.
|
|
Colorize Bezel
|
|
Allow to add an amount of the ambient light over the bezel frame
|
|
Colorization size
|
|
How much the ambient light should bleed over the monitor.
|
|
Pushing this too high would make it bleed over the tube.
|
|
This is not supported.
|
|
Back/Foreground image alpha blend
|
|
When displaying background or foreground images, ambient lights are
|
|
shown on their transparent areas (alpha channel)
|
|
Switching this you can choose if you want to emulate leds:
|
|
under the image (0/mix) or over the image (1/add)
|
|
Always colorize Back/Foreground image (add mode only)
|
|
When "Back/Foreground image alpha blend" is set to 1/add,
|
|
you can choose to always colorize the foreground image by a certain amount.
|
|
This can be used to produce big haloes all around the tube.
|
|
This internally works by adding the amount of your choice to the alpha channel
|
|
of the foreground image.
|
|
|
|
**Luminosity dependant zoom:**
|
|
On older CRT monitors, the picture gets bigger when the image was brighter.
|
|
|
|
**Vignette:**
|
|
Will cause uneven brightness of the image, more at the center,
|
|
less at the edges.
|
|
|
|
**Spot:**
|
|
Simulates external light reflected by the monitor glass.
|
|
|
|
**Aspect Ratio:**
|
|
When using effects that need Retroarch aspect ratio option
|
|
to be set to "full", you have to provide the source aspect
|
|
ratio to the shader.
|
|
Use -6 for MAME cores that pre-rotates the game (TATE mode)
|
|
With Mame 2003 plus and fbneo cores, koko-aio detects if the
|
|
game is rotated or not without any user intervention.
|
|
|
|
Aspect Ratio Numerator:
|
|
Setting non positive value here will switch to a predefined
|
|
aspect ratio from the following list:
|
|
0 = 1.33 MAME
|
|
-1 = 1.55 NTSC
|
|
-2 = 1.25 PAL
|
|
-3 = 8/7 Snes
|
|
-4 = 10/7 Megadrive
|
|
-5 = Uncorrected
|
|
-6 = 0.75 MAME rotated 1.33 games in TATE mode
|
|
Aspect Ratio Denominator:
|
|
As long as Aspect Ratio Numerator is positive, this will
|
|
be used as the denominator of the fraction.
|
|
|
|
**Global shift/zoom image:**
|
|
Zoom and shift everything on screen, but background pictures.
|
|
|
|
**Override content geometry:**
|
|
Contrary to the global aspect ratio control, this changes only the game geometry.
|
|
Bezel stays the same.
|
|
|
|
Integer scale: Game content zoom height is rounded to nearest integer.
|
|
Maximum integer scale: Dont allow integer scaling more than this
|
|
* beware: the following options in this group
|
|
overrides the integer scale.
|
|
Aspect: Change aspect ratio.
|
|
Vertical/Horizontal position: Shifts the game position
|
|
Zoom: Change the size
|
|
|
|
**Tilt:**
|
|
Put the bezel and the game content into perspective.
|
|
|
|
Tilt along X(Y) axis:
|
|
Rotate the image in space
|
|
Fov: Modulates the field of view
|
|
Bezel multiplier:
|
|
Can be used to adjust the bezel rotation
|
|
in relation to the game tilt amount
|
|
|
|
|
|
**Alternate line blanking:**
|
|
CRT monitors \*real\* refresh was amazing, today is just "meh" in most cases.
|
|
This emulates the low pixel persistance of CRT monitors
|
|
and reduces the motion blur, typical of LCD displays, by blanking even/odd
|
|
screen lines on even/odd frames, by sacrificing image brightness, ofc.
|
|
|
|
This feature is static, to use it
|
|
you have to manually enable it by removing the leading: "//"
|
|
from "//#define ALLOW_ALT_BLANK" in config.inc
|
|
|
|
Frame insertion strength:
|
|
How much the line will be blanked.
|
|
Dark lines period:
|
|
You can blank single line or a group of them at once.
|
|
See what performs better on your display.
|
|
|
|
|
|
|
|
|
|
|
|
|