mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +11:00
274 lines
8.9 KiB
PHP
274 lines
8.9 KiB
PHP
/* There yoy have a chance to boost your FPS.
|
|
*
|
|
* The more lines you edit, the more your FPS will be high.
|
|
*
|
|
* Edit lines that way, eg:
|
|
*
|
|
* #define SCANLINE_DARK params.SCANLINE_DARK
|
|
* turns to:
|
|
* #define SCANLINE_DARK 0.2
|
|
*
|
|
* or:
|
|
* #define DO_CCORRECTION global.DO_CCORRECTION
|
|
* turns to
|
|
* #define DO_CCORRECTION 0.0
|
|
*
|
|
*
|
|
* Since everything after "//" is ignored,
|
|
* you can even do something like:
|
|
* #define DO_CCORRECTION 0.0 //global.DO_CCORRECTION
|
|
*
|
|
*
|
|
* ...that's it, you just need to copy the values from the
|
|
* preset you like to the right setting here.
|
|
*
|
|
* The downside of using this method is that every setting
|
|
* you turn, will be static and you will not be able to
|
|
* modify it "on-the-fly" in retroarch.
|
|
*
|
|
* The only way to change that values will be to edit this file
|
|
* again, so maybe doing multiple copies of this file
|
|
* or even of the whole koko-shader would be a good idea.
|
|
*
|
|
*
|
|
* I suggest you to start from the easy ones, the ones that
|
|
* starts with DO_****, like DO_SCANLINES.
|
|
* it takes a value = 0 or 1, where 0 means no, 1 means yes.
|
|
* I repeat: if you always wants scanlines, just use:
|
|
*
|
|
* #define DO_SCANLINES 1.0
|
|
* instead of
|
|
* #define #DO_SCANLINES global.DO_SCANLINES
|
|
*
|
|
*
|
|
* Also, take a copy of this (modified) file, because it would be overwritten by
|
|
* updates.
|
|
*
|
|
*/
|
|
|
|
|
|
|
|
#define DO_CCORRECTION global.DO_CCORRECTION
|
|
#define GAMMA_OUT global.GAMMA_OUT
|
|
#define SATURATION global.SATURATION
|
|
#define LUMINANCE global.LUMINANCE
|
|
#define CONTRAST global.CONTRAST
|
|
#define BRIGHTNESS global.BRIGHTNESS
|
|
#define TEMPERATURE global.TEMPERATURE
|
|
#define COLOR_MONO_COLORIZE global.COLOR_MONO_COLORIZE
|
|
#define COLOR_MONO_HUE1 global.COLOR_MONO_HUE1
|
|
#define COLOR_MONO_HUE2 global.COLOR_MONO_HUE2
|
|
#define COLOR_MONO_HUE_BIAS global.COLOR_MONO_HUE_BIAS
|
|
|
|
|
|
#define DO_FXAA global.DO_FXAA
|
|
|
|
|
|
|
|
#define DO_NTSC_ARTIFACTS global.DO_NTSC_ARTIFACTS
|
|
#define NTSC_FILTER_WIDTH global.NTSC_FILTER_WIDTH
|
|
#define NTSC_FILTER_SCF global.NTSC_FILTER_SCF
|
|
#define NTSC_FILTER_FC global.NTSC_FILTER_FC
|
|
#define NTSC_MIX global.NTSC_MIX
|
|
#define NTSC_PHASE_SHIFT global.NTSC_PHASE_SHIFT
|
|
|
|
|
|
|
|
#define DO_RF_NOISE global.DO_RF_NOISE
|
|
#define RF_NOISE_STRENGTH global.RF_NOISE_STRENGTH
|
|
|
|
|
|
|
|
#define DO_SAT_BLEED global.DO_SAT_BLEED
|
|
#define SAT_BLEED_SIZE_LEFT global.SAT_BLEED_SIZE_LEFT
|
|
#define SAT_BLEED_SIZE_RIGHT global.SAT_BLEED_SIZE_RIGHT
|
|
#define SAT_BLEED_FALLOFF global.SAT_BLEED_FALLOFF
|
|
#define SAT_BLEED_STRENGTH global.SAT_BLEED_STRENGTH
|
|
#define SAT_BLEED_PAL global.SAT_BLEED_PAL
|
|
|
|
|
|
|
|
#define DO_SHIFT_RGB global.DO_SHIFT_RGB
|
|
#define SHIFT_R global.SHIFT_R
|
|
#define SHIFT_G global.SHIFT_G
|
|
#define SHIFT_B global.SHIFT_B
|
|
#define OFFSET_STRENGTH global.OFFSET_STRENGTH
|
|
|
|
|
|
|
|
#define DO_IN_GLOW global.DO_IN_GLOW
|
|
#define IN_GLOW_BIAS global.IN_GLOW_BIAS
|
|
#define IN_GLOW_SPREAD global.IN_GLOW_SPREAD
|
|
#define IN_GLOW_W global.IN_GLOW_W
|
|
#define IN_GLOW_H global.IN_GLOW_H
|
|
#define IN_GLOW_POWER global.IN_GLOW_POWER
|
|
#define IN_GLOW_GAMMA global.IN_GLOW_GAMMA
|
|
#define IN_GLOW_NTSC_ARTF_MULT global.IN_GLOW_NTSC_ARTF_MULT
|
|
#define IN_GLOW_NTSC_ARTF_TRSH global.IN_GLOW_NTSC_ARTF_TRSH
|
|
#define IN_GLOW_SHOW_ARTF_MASK global.IN_GLOW_SHOW_ARTF_MASK
|
|
|
|
|
|
#define DO_VMASK_AND_DARKLINES global.DO_VMASK_AND_DARKLINES
|
|
#define MASK_COMPENSATION global.MASK_COMPENSATION
|
|
#define RGB_MASK_STRENGTH global.RGB_MASK_STRENGTH
|
|
#define VMASK_OVERWHITE params.VMASK_OVERWHITE
|
|
#define VMASK_DARKLINE_SCALE params.VMASK_DARKLINE_SCALE
|
|
#define VMASK_GAP params.VMASK_GAP
|
|
#define VMASK_USE_DUMB global.VMASK_USE_DUMB
|
|
#define VMASK_USE_GM params.VMASK_USE_GM
|
|
#define DARKLINES_STRENGTH global.DARKLINES_STRENGTH
|
|
#define DRKLN_OVERWHITE params.DRKLN_OVERWHITE
|
|
#define DARKLINES_VOFFSET params.DARKLINES_VOFFSET
|
|
#define DARKLINES_PERIOD params.DARKLINES_PERIOD
|
|
|
|
|
|
|
|
#define DO_HALO global.DO_HALO
|
|
#define HALO_W params.HALO_W
|
|
#define HALO_H params.HALO_H
|
|
#define HALO_POWER params.HALO_POWER
|
|
#define HALO_GAMMA params.HALO_GAMMA
|
|
#define HALO_VS_SCAN params.HALO_VS_SCAN
|
|
|
|
|
|
#define DO_SCANLINES global.DO_SCANLINES
|
|
#define SCANLINE_DARK params.SCANLINE_DARK
|
|
#define SCANLINE_MIN global.SCANLINE_MIN
|
|
#define SCANLINE_MAX global.SCANLINE_MAX
|
|
#define SCANLINES_BLEEDING global.SCANLINES_BLEEDING
|
|
#define SCANLINE_FLICKERING global.SCANLINE_FLICKERING
|
|
#define SCANLINE_FLICKERING_POWER global.SCANLINE_FLICKERING_POWER
|
|
#define SCANLINE_DISABLE_ON_INTERLACE global.SCANLINE_DISABLE_ON_INTERLACE
|
|
#define SCANLINE_MINMAX_GAMMA global.SCANLINE_MINMAX_GAMMA
|
|
#define SCANLINE_SM_TYPE global.SCANLINE_SM_TYPE
|
|
#define SCANLINE_SM_STRENGTH global.SCANLINE_SM_STRENGTH
|
|
#define SCANLINE_SM_VOFFSET global.SCANLINE_SM_VOFFSET
|
|
|
|
|
|
|
|
#define DO_BLOOM params.DO_BLOOM
|
|
#define BLOOM_MIX global.BLOOM_MIX
|
|
#define BLOOM_EYE_ADPT_SRT global.BLOOM_EYE_ADPT_SRT
|
|
#define BLOOM_EYE_INERTIA global.BLOOM_EYE_INERTIA
|
|
#define BLOOM_QUALITY params.BLOOM_QUALITY
|
|
#define BLOOM_SIZE global.BLOOM_SIZE
|
|
#define BLOOM_GAMMA global.BLOOM_GAMMA
|
|
#define BLOOM_POWER global.BLOOM_POWER
|
|
#define BLOOM_GAMMA_OUT global.BLOOM_GAMMA_OUT
|
|
#define BLOOM_OVER_WHITE global.BLOOM_OVER_WHITE
|
|
#define BLOOM_BYPASS global.BLOOM_BYPASS
|
|
|
|
|
|
|
|
#define DO_CURVATURE global.DO_CURVATURE
|
|
#define GEOM_WARP_X global.GEOM_WARP_X
|
|
#define GEOM_WARP_Y global.GEOM_WARP_Y
|
|
#define GEOM_CUT_EARS global.GEOM_CUT_EARS
|
|
#define GEOM_CORNER_SIZE global.GEOM_CORNER_SIZE
|
|
#define GEOM_CORNER_SMOOTH global.GEOM_CORNER_SMOOTH
|
|
|
|
|
|
|
|
#define DO_BEZEL global.DO_BEZEL
|
|
#define BEZEL_R global.BEZEL_R
|
|
#define BEZEL_G global.BEZEL_G
|
|
#define BEZEL_B global.BEZEL_B
|
|
#define BEZEL_CON global.BEZEL_CON
|
|
#define BEZEL_INNER_ZOOM global.BEZEL_INNER_ZOOM
|
|
#define BEZEL_FRAME_ZOOM global.BEZEL_FRAME_ZOOM
|
|
#define BEZEL_USE_STRAIGHT global.BEZEL_USE_STRAIGHT
|
|
#define BEZEL_RFL_BLR_SHD global.BEZEL_RFL_BLR_SHD
|
|
#define BEZEL_RFL_ZOOM global.BEZEL_RFL_ZOOM
|
|
#define BEZEL_REFL_STRENGTH global.BEZEL_REFL_STRENGTH
|
|
#define BEZEL_SPCL_STRENGTH global.BEZEL_SPCL_STRENGTH
|
|
#define BEZEL_DIFFUSION_STR global.BEZEL_DIFFUSION_STR
|
|
#define BEZEL_CORNER_DARK global.BEZEL_CORNER_DARK
|
|
#define BEZEL_ROUGHNESS global.BEZEL_ROUGHNESS
|
|
|
|
#define DO_SPOT global.DO_SPOT
|
|
#define S_POSITION global.S_POSITION
|
|
#define S_SIZE global.S_SIZE
|
|
#define S_POWER global.S_POWER
|
|
|
|
|
|
|
|
#define DO_VIGNETTE global.DO_VIGNETTE
|
|
#define V_SIZE global.V_SIZE
|
|
#define V_POWER global.V_POWER
|
|
|
|
|
|
|
|
#define DO_BG_IMAGE global.DO_BG_IMAGE
|
|
#define BG_IMAGE_OVER global.BG_IMAGE_OVER
|
|
#define BG_IMAGE_OFFY global.BG_IMAGE_OFFY
|
|
#define BG_IMAGE_OFFX global.BG_IMAGE_OFFX
|
|
#define BG_IMAGE_ZOOM global.BG_IMAGE_ZOOM
|
|
#define BG_IMAGE_ROTATION global.BG_IMAGE_ROTATION
|
|
#define BG_IMAGE_WRAP_MODE global.BG_IMAGE_WRAP_MODE
|
|
#define BG_IMAGE_NIGHTIFY global.BG_IMAGE_NIGHTIFY
|
|
|
|
#define DO_BACKDROP global. DO_BACKDROP
|
|
#define BACKDROP_OFFX global.BACKDROP_OFFX
|
|
#define BACKDROP_OFFY global.BACKDROP_OFFY
|
|
#define BACKDROP_ZOOM global.BACKDROP_ZOOM
|
|
|
|
|
|
#define DO_AMBILIGHT global.DO_AMBILIGHT
|
|
#define AMBI_STEPS global.AMBI_STEPS
|
|
#define AMBI_FALLOFF global.AMBI_FALLOFF
|
|
#define AMBI_POWER global.AMBI_POWER
|
|
#define AMBI_OVER_BEZEL global.AMBI_OVER_BEZEL
|
|
#define AMBI_OVER_BEZEL_SIZE global.AMBI_OVER_BEZEL_SIZE
|
|
#define AMBI_BG_IMAGE_BLEND_MODE global.AMBI_BG_IMAGE_BLEND_MODE
|
|
#define AMBI_BG_IMAGE_FORCE global.AMBI_BG_IMAGE_FORCE
|
|
|
|
//Global aspect ratio related
|
|
#define ASPECT_X global.ASPECT_X
|
|
#define ASPECT_Y global.ASPECT_Y
|
|
|
|
|
|
#define DO_DYNZOOM global.DO_DYNZOOM
|
|
#define DYNZOOM_FACTOR global.DYNZOOM_FACTOR
|
|
|
|
|
|
#define DO_ALT_BLANK global.DO_ALT_BLANK
|
|
#define ALT_BLANK_STRENGTH global.ALT_BLANK_STRENGTH
|
|
#define ALT_BLANK_PERIOD global.ALT_BLANK_PERIOD
|
|
|
|
|
|
#define DO_GLOBAL_SHZO global.DO_GLOBAL_SHZO
|
|
#define GLOBAL_ZOOM global.GLOBAL_ZOOM
|
|
#define GLOBAL_OFFX global.GLOBAL_OFFX
|
|
#define GLOBAL_OFFY global.GLOBAL_OFFY
|
|
|
|
|
|
#define DO_GAME_GEOM_OVERRIDE global.DO_GAME_GEOM_OVERRIDE
|
|
#define GAME_GEOM_INT_SCALE global.GAME_GEOM_INT_SCALE
|
|
#define GAME_GEOM_INT_SCALE_MAX global.GAME_GEOM_INT_SCALE_MAX
|
|
#define GAME_GEOM_ASPECT global.GAME_GEOM_ASPECT
|
|
#define GAME_GEOM_VSHIFT global.GAME_GEOM_VSHIFT
|
|
#define GAME_GEOM_HSHIFT global.GAME_GEOM_HSHIFT
|
|
#define GAME_GEOM_ZOOM global.GAME_GEOM_ZOOM
|
|
|
|
#define DO_TILT global.DO_TILT
|
|
#define TILT_X global.TILT_X
|
|
#define TILT_Y global.TILT_Y
|
|
#define TILT_FOV global.TILT_FOV
|
|
#define TILT_BEZEL_K global.TILT_BEZEL_K
|
|
|
|
#define TATE global.TATE
|
|
|
|
#define DO_DOT_MATRIX global.DO_DOT_MATRIX
|
|
#define DOT_M_G_SHARP global.DOT_M_G_SHARP
|
|
#define DOT_M_RGB_SHARP global.DOT_M_RGB_SHARP
|
|
#define DOT_M_RGB_STR global.DOT_M_RGB_STR
|
|
#define DOT_M_G_TRESH global.DOT_M_G_TRESH
|
|
#define DOT_M_G_BRT global.DOT_M_G_BRT
|
|
#define DOT_M_G_GAIN global.DOT_M_G_GAIN
|
|
#define DOT_M_G_STR global.DOT_M_G_STR
|
|
#define DOT_M_MBLUR_STR global.DOT_M_MBLUR_STR
|
|
#define DOT_M_MBLUR_MODE global.DOT_M_MBLUR_MODE
|
|
#define DOT_M_MULTIPLY global.DOT_M_MULTIPLY
|
|
#define DOT_M_SHADOW_STR global.DOT_M_SHADOW_STR
|
|
#define DOT_M_SHADOW_OFF global.DOT_M_SHADOW_OFF
|