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https://github.com/italicsjenga/slang-shaders.git
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7f34fc7469
* clean up blurs * fix some paths and prune some dead presets * fix ntsc path
135 lines
6.8 KiB
Plaintext
135 lines
6.8 KiB
Plaintext
# IMPORTANT:
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# Shader passes need to know details about the image in the mask_texture LUT
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# files, so set the following constants in user-cgp-constants.h accordingly:
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# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
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# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
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# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
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# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
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# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
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# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
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# Shader passes also need to know certain scales set in this .slangp, but their
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# compilation model doesn't currently allow the .slangp file to tell them. Make
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# sure to set the following constants in user-cgp-constants.h accordingly too:
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# 1.) bloom_approx_scale_x_for_fake = scale_x2
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# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
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# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
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# calculate scale_y5 (among other values):
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# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
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shaders = "7"
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# Set an identifier, filename, and sampling traits for the phosphor mask texture.
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# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
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# non-mipmapped version and a large mipmapped version.
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# TODO: Test masks in other directories.
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textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
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mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
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mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
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mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
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mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
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mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
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mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
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mask_grille_texture_small_wrap_mode = "repeat"
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mask_grille_texture_large_wrap_mode = "repeat"
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mask_slot_texture_small_wrap_mode = "repeat"
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mask_slot_texture_large_wrap_mode = "repeat"
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mask_shadow_texture_small_wrap_mode = "repeat"
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mask_shadow_texture_large_wrap_mode = "repeat"
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mask_grille_texture_small_linear = "true"
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mask_grille_texture_large_linear = "true"
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mask_slot_texture_small_linear = "true"
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mask_slot_texture_large_linear = "true"
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mask_shadow_texture_small_linear = "true"
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mask_shadow_texture_large_linear = "true"
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mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
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# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
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# (Bobbing ensures we can immediately blur without getting artifacts.)
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shader0 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
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alias0 = "ORIG_LINEARIZED"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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srgb_framebuffer0 = "true"
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# Pass1: Resample interlaced (and misconverged) scanlines vertically.
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# Separating vertical/horizontal scanline sampling is faster: It lets us
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# consider more scanlines while calculating weights for fewer pixels, and
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# it reduces our samples from vertical*horizontal to vertical+horizontal.
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# This has to come right after ORIG_LINEARIZED, because there's no
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# "original_source" scale_type we can use later.
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shader1 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
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alias1 = "VERTICAL_SCANLINES"
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filter_linear1 = "true"
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scale_type_x1 = "source"
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scale_x1 = "1.0"
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scale_type_y1 = "viewport"
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scale_y1 = "1.0"
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#float_framebuffer1 = "true"
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srgb_framebuffer1 = "true"
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# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
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# account for convergence offsets. We want to blur a predictable portion of the
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# screen to match the phosphor bloom, and absolute scale works best for
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# reliable results with a fixed-size bloom. Picking a scale is tricky:
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# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
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# to blur high-res/interlaced sources but high enough that resampling
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# doesn't smear low-res sources too much.
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# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
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# the only noticeable visual difference is a larger halation spread (which
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# may be a good thing for people who like to crank it up).
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# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
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# *intended* for an ~4:3 aspect ratio).
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shader2 = "shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom-intel.slang"
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alias2 = "BLOOM_APPROX"
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filter_linear2 = "true"
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scale_type2 = "absolute"
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scale_x2 = "400"
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scale_y2 = "300"
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srgb_framebuffer2 = "true"
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# Pass3: Vertically blur the input for halation and refractive diffusion.
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader3 = "../blurs/shaders/royale/blur9fast-vertical.slang"
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filter_linear3 = "true"
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scale_type3 = "source"
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scale3 = "1.0"
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srgb_framebuffer3 = "true"
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# Pass4: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader4 = "../blurs/shaders/royale/blur9fast-horizontal.slang"
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alias4 = "HALATION_BLUR"
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filter_linear4 = "true"
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scale_type4 = "source"
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scale4 = "1.0"
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srgb_framebuffer4 = "true"
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# Pass5: Resample (misconverged) scanlines horizontally, apply halation, and
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# apply the phosphor mask, then fake a phosphor bloom, all in one pass.
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shader5 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom-intel.slang"
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alias5 = "MASKED_SCANLINES"
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filter_linear5 = "true" # This could just as easily be nearest neighbor.
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scale_type5 = "viewport"
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scale5 = "1.0"
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#float_framebuffer5 = "true"
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srgb_framebuffer5 = "true"
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# Pass 6: Compute curvature/AA:
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shader6 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass-intel.slang"
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filter_linear6 = "true"
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scale_type6 = "viewport"
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mipmap_input6 = "true"
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texture_wrap_mode6 = "clamp_to_edge"
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