mirror of
https://github.com/italicsjenga/slang-shaders.git
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50 lines
2.6 KiB
PHP
50 lines
2.6 KiB
PHP
/*
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Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
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Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
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Incorporates much great feedback from the libretro forum, and thanks
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to Hunterk who helped me get started
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See more at the libretro forum
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https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see [http://www.gnu.org/licenses/].
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*/
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#pragma parameter HSM_CRT_SCREEN_BLEND_MODE " CRT POTATO Blend Mode - OFF | NORMAL | ADD (Backdrop)" 1 0 2 1
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float HSM_CRT_SCREEN_BLEND_MODE = global.HSM_CRT_SCREEN_BLEND_MODE;
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//---------------------------------------------------------------------------------------------------
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// BASIC BACKGROUND IMAGE LAYER
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_BASIC_BG_IMG_TITLE "[ POTATO BACKGROUND IMAGE LAYER ]:" 0 0 0.01 0.01
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#pragma parameter HSM_POTATO_SHOW_BG_OVER_SCREEN " Show BG: 0:UNDER SCREEN | 1:OVER SCREEN" 1 0 1 1
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float HSM_POTATO_SHOW_BG_OVER_SCREEN = global.HSM_POTATO_SHOW_BG_OVER_SCREEN;
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#pragma parameter HSM_BG_BLEND_MODE " Blend Mode - OFF | NORMAL | ADD | MULTIPLY" 1 -1 3 1
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float HSM_BG_BLEND_MODE = global.HSM_BG_BLEND_MODE;
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#pragma parameter HSM_POTATO_COLORIZE_CRT_WITH_BG " Colorize CRT with BG" 0 0 100 1
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float HSM_POTATO_COLORIZE_CRT_WITH_BG = global.HSM_POTATO_COLORIZE_CRT_WITH_BG / 100;
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#pragma parameter HSM_POTATO_COLORIZE_BRIGHTNESS " Colorize Brightness" 100 0 1000 10
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float HSM_POTATO_COLORIZE_BRIGHTNESS = global.HSM_POTATO_COLORIZE_BRIGHTNESS / 100;
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#pragma parameter HSM_BG_OPACITY " Opacity" 100 0 100 0.1
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float HSM_BG_OPACITY = global.HSM_BG_OPACITY / 100;
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#pragma parameter HSM_BG_BRIGHTNESS " Brightness" 100 0 200 1
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float HSM_BG_BRIGHTNESS = global.HSM_BG_BRIGHTNESS / 100;
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