slang-shaders/test/nonfunctional/shaders/mame/mame_parameters.inc
2019-03-28 15:10:40 -05:00

296 lines
12 KiB
C++

layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
// effect toggles and multi
float bloomtoggle;
float ntscsignal;
float scanlinetoggle;
float chromatoggle;
float distortiontoggle;
float screenscale_x;
float screenscale_y;
float screenoffset_x;
float screenoffset_y;
float swapxy;
// bloom params
float bloomblendmode;
// float vectorscreen;
float bloomscale;
float bloomoverdrive_r;
float bloomoverdrive_g;
float bloomoverdrive_b;
float level0weight;
float level1weight;
float level2weight;
float level3weight;
float level4weight;
float level5weight;
float level6weight;
float level7weight;
float level8weight;
// post params
float mask_width;
float mask_height;
float mask_offset_x;
float mask_offset_y;
float preparebloom;
float shadowtilemode;
float power_r;
float power_g;
float power_b;
float floor_r;
float floor_g;
float floor_b;
float chromamode;
float conversiongain_x;
float conversiongain_y;
float conversiongain_z;
float humbaralpha;
float backcolor_r;
float backcolor_g;
float backcolor_b;
float shadowalpha;
float shadowcount_x;
float shadowcount_y;
float shadowuv_x;
float shadowuv_y;
// ntsc params
float avalue;
float bvalue;
float ccvalue;
float ovalue;
float pvalue;
float scantime;
float notchhalfwidth;
float yfreqresponse;
float ifreqresponse;
float qfreqresponse;
float signaloffset;
// color params
float col_red;
float col_grn;
float col_blu;
float col_offset_x;
float col_offset_y;
float col_offset_z;
float col_scale_x;
float col_scale_y;
float col_scale_z;
float col_saturation;
// deconverge params
float converge_x_r;
float converge_x_g;
float converge_x_b;
float converge_y_r;
float converge_y_g;
float converge_y_b;
float radial_conv_x_r;
float radial_conv_x_g;
float radial_conv_x_b;
float radial_conv_y_r;
float radial_conv_y_g;
float radial_conv_y_b;
// scanline params
float scanlinealpha;
float scanlinescale;
float scanlineheight;
float scanlinevariation;
float scanlineoffset;
float scanlinebrightscale;
float scanlinebrightoffset;
// defocus params
float defocus_x;
float defocus_y;
// phosphor params
float deltatime;
float phosphor_r;
float phosphor_g;
float phosphor_b;
float phosphortoggle;
// chroma params
float ygain_r;
float ygain_g;
float ygain_b;
float chromaa_x;
float chromaa_y;
float chromab_x;
float chromab_y;
float chromac_x;
float chromac_y;
// distortion params
float distortion_amount;
float cubic_distortion_amount;
float distort_corner_amount;
float round_corner_amount;
float smooth_border_amount;
float vignette_amount;
float reflection_amount;
float reflection_col_r;
float reflection_col_g;
float reflection_col_b;
// vector params
// float timeratio;
// float timescale;
// float lengthratio;
// float lengthscale;
// float beamsmooth;
} global;
// Effect Toggles and Settings Used In Multiple Passes
#pragma parameter ntscsignal "NTSC Signal Mode" 0.0 0.0 1.0 1.01.0
bool NTSCSignal = bool(global.ntscsignal);
#pragma parameter scanlinetoggle "Scanline Toggle" 1.0 0.0 1.0 1.0
bool ScanlineToggle = bool(global.scanlinetoggle);
#pragma parameter bloomtoggle "Bloom Enable" 0.0 0.0 1.0 1.0
bool BloomToggle = bool(global.bloomtoggle);
#pragma parameter chromatoggle "Chromaticity Toggle" 0.0 0.0 1.0 1.0
bool Chromaticity = bool(global.chromatoggle);
#pragma parameter distortiontoggle "Distortion Toggle" 0.0 0.0 1.0 1.0
bool Distortion = bool(global.distortiontoggle);
#pragma parameter phosphortoggle "Phosphor Toggle" 0.0 0.0 1.0 1.0
bool Passthrough = !bool(global.phosphortoggle);
#pragma parameter screenscale_x "Screen Scale X" 1.0 0.5 3.0 0.01
#pragma parameter screenscale_y "Screen Scale Y" 1.0 0.5 3.0 0.01
vec2 ScreenScale = vec2(global.screenscale_x, global.screenscale_y);
//#pragma parameter vectorscreen "Vector Screen Mode" 0.0 0.0 1.0 1.0 // TODO/FIXME
const float vectorscreen = 0.0;
bool VectorScreen = bool(vectorscreen);
#pragma parameter screenoffset_x "Screen Offset X" 0.0 -1.0 1.0 0.005
#pragma parameter screenoffset_y "Screen Offset Y" 0.0 -1.0 1.0 0.005
vec2 ScreenOffset = vec2(global.screenoffset_x, global.screenoffset_y);
#pragma parameter swapxy "Swap X and Y" 0.0 0.0 1.0 1.0
bool SwapXY = bool(global.swapxy);
// Bloom Pass
#pragma parameter bloomtoggle "Bloom Enable" 0.0 0.0 1.0 1.0
#pragma parameter bloomblendmode "Bloom Blend Mode" 0.0 0.0 1.0 1.0
#pragma parameter bloomscale "Bloom Scale" 0.06 0.0 1.0 0.01
#pragma parameter bloomoverdrive_r "Bloom Overdrive R" 1.0 0.0 1.0 0.01
#pragma parameter bloomoverdrive_g "Bloom Overdrive G" 1.0 0.0 1.0 0.01
#pragma parameter bloomoverdrive_b "Bloom Overdrive B" 1.0 0.0 1.0 0.01
#pragma parameter level0weight "Bloom Level 0 Weight" 1.0 0.0 1.0 0.01
#pragma parameter level1weight "Bloom Level 1 Weight" 0.64 0.0 1.0 0.01
#pragma parameter level2weight "Bloom Level 2 Weight" 0.32 0.0 1.0 0.01
#pragma parameter level3weight "Bloom Level 3 Weight" 0.16 0.0 1.0 0.01
#pragma parameter level4weight "Bloom Level 4 Weight" 0.08 0.0 1.0 0.01
#pragma parameter level5weight "Bloom Level 5 Weight" 0.06 0.0 1.0 0.01
#pragma parameter level6weight "Bloom Level 6 Weight" 0.04 0.0 1.0 0.01
#pragma parameter level7weight "Bloom Level 7 Weight" 0.02 0.0 1.0 0.01
#pragma parameter level8weight "Bloom Level 8 Weight" 0.01 0.0 1.0 0.01
// Post Pass
#pragma parameter humbaralpha "Hum Bar Alpha" 0.0 0.0 1.0 0.01
#pragma parameter backcolor_r "Back Color R" 0.0 0.0 1.0 0.01
#pragma parameter backcolor_g "Back Color G" 0.0 0.0 1.0 0.01
#pragma parameter backcolor_b "Back Color B" 0.0 0.0 1.0 0.01
#pragma parameter shadowtilemode "Mask Tiling Mode" 0.0 0.0 1.0 1.0
#pragma parameter shadowalpha "Mask Alpha" 0.3 0.0 1.0 0.01
#pragma parameter shadowcount_x "Mask Tile Size X" 6.0 1.0 32.0 1.0
#pragma parameter shadowcount_y "Mask Tile Size Y" 6.0 1.0 32.0 1.0
#pragma parameter shadowuv_x "Mask UV X" 0.25 0.0 1.0 0.01
#pragma parameter shadowuv_y "Mask UV Y" 0.25 0.0 1.0 0.01
#pragma parameter mask_width "Mask Texture Width" 32.0 0.0 256.0 16.0
#pragma parameter mask_height "Mask Texture Height" 32.0 0.0 256.0 16.0
#pragma parameter mask_offset_x "Mask Offset X" 0.0 -10.0 10.0 0.1
#pragma parameter mask_offset_y "Mask Offset Y" 0.0 -10.0 10.0 0.1
#pragma parameter chromamode "Chroma Mode" 3.0 1.0 3.0 1.0
#pragma parameter conversiongain_x "Conversion Gain X" 0.0 -5.0 5.0 0.5
#pragma parameter conversiongain_y "Conversion Gain Y" 0.0 -5.0 5.0 0.5
#pragma parameter conversiongain_z "Conversion Gain Z" 0.0 -5.0 5.0 0.5
#pragma parameter power_r "Color Power R" 1.0 1.0 10.0 1.0
#pragma parameter power_g "Color Power G" 1.0 1.0 10.0 1.0
#pragma parameter power_b "Color Power B" 1.0 1.0 10.0 1.0
#pragma parameter floor_r "Color Floor R" 0.0 0.0 1.0 0.01
#pragma parameter floor_g "Color Floor G" 0.0 0.0 1.0 0.01
#pragma parameter floor_b "Color Floor B" 0.0 0.0 1.0 0.01
#pragma parameter preparebloom "Prepare Bloom" 0.0 0.0 1.0 1.0
// NTSC Pass
#pragma parameter avalue "A Value" 0.5 0.0 1.0 0.01
#pragma parameter bvalue "B Value" 0.5 0.0 1.0 0.01
#pragma parameter ccvalue "CC Value" 3.5795454 0.0 5.0 0.1
#pragma parameter ovalue "O Value" 0.0 -2.0 2.0 0.1
#pragma parameter pvalue "P Value" 1.0 -2.0 3.0 0.1
#pragma parameter scantime "Scan Time" 52.6 0.0 100.0 1.0
#pragma parameter notchhalfwidth "Notch Half Width" 1.0 0.0 5.0 0.5
#pragma parameter yfreqresponse "Y Freq Response" 6.0 0.0 10.0 0.1
#pragma parameter ifreqresponse "I Freq Response" 1.2 0.0 10.0 0.1
#pragma parameter qfreqresponse "Q Freq Response" 0.6 0.0 10.0 0.1
#pragma parameter signaloffset "Signal Offset" 0.0 -5.0 5.0 0.01
// Color Pass
#pragma parameter col_red "Red Shift" 1.0 0.0 1.0 0.01
#pragma parameter col_grn "Green Shift" 1.0 0.0 1.0 0.01
#pragma parameter col_blu "Blue Shift" 1.0 0.0 1.0 0.01
#pragma parameter col_offset_x "Offset X" 0.0 0.0 1.0 0.01
#pragma parameter col_offset_y "Offset Y" 0.0 0.0 1.0 0.01
#pragma parameter col_offset_z "Offset Z" 0.0 0.0 1.0 0.01
#pragma parameter col_scale_x "Scale X" 1.0 0.0 1.0 0.01
#pragma parameter col_scale_y "Scale Y" 1.0 0.0 1.0 0.01
#pragma parameter col_scale_z "Scale Z" 1.0 0.0 1.0 0.01
#pragma parameter col_saturation "Saturation" 1.0 0.0 0.01
// Deconverge Pass
#pragma parameter converge_x_r "Convergence X Red" 0.0 -100.0 100.0 0.5
#pragma parameter converge_x_g "Convergence X Green" 0.0 -100.0 100.0 0.5
#pragma parameter converge_x_b "Convergence X Blue" 0.0 -100.0 100.0 0.5
#pragma parameter converge_y_r "Convergence Y Red" 0.0 -100.0 100.0 0.5
#pragma parameter converge_y_g "Convergence Y Green" 0.0 -100.0 100.0 0.5
#pragma parameter converge_y_b "Convergence Y Blue" 0.0 -100.0 100.0 0.5
#pragma parameter radial_conv_x_r "Radial Conv X Red" 0.0 -100.0 100.0 0.5
#pragma parameter radial_conv_x_g "Radial Conv X Green" 0.0 -100.0 100.0 0.5
#pragma parameter radial_conv_x_b "Radial Conv X Blue" 0.0 -100.0 100.0 0.5
#pragma parameter radial_conv_y_r "Radial Conv Y Red" 0.0 -100.0 100.0 0.5
#pragma parameter radial_conv_y_g "Radial Conv Y Green" 0.0 -100.0 100.0 0.5
#pragma parameter radial_conv_y_b "Radial Conv Y Blue" 0.0 -100.0 100.0 0.5
// Scanline Pass
#pragma parameter scanlinealpha "Scanline Alpha" 0.5 0.0 1.0 0.01
#pragma parameter scanlinescale "Scanline Scale" 5.0 1.0 5.0 1.0
#pragma parameter scanlineheight "Scanline Height" 1.0 0.0 2.0 0.1
#pragma parameter scanlinevariation "Scanline Variation" 1.0 0.0 5.0 0.5
#pragma parameter scanlineoffset "Scanline Offset" 1.0 -1.5 3.0 0.1
#pragma parameter scanlinebrightscale "Scanline Bright Scale" 1.0 0.0 2.0 0.1
#pragma parameter scanlinebrightoffset "Scanline Bright Offset" 1.0 -1.5 3.0 0.1
// Defocus Pass
#pragma parameter defocus_x "Defocus X Axis" 0.0 0.0 10.0 0.1
#pragma parameter defocus_y "Defocus Y Axis" 0.0 0.0 10.0 0.1
// Phosphor Pass
#pragma parameter deltatime "Delta Time" 1.0 0.0 2.0 0.1
#pragma parameter phosphor_r "Phosphor Red" 0.8 0.0 0.99 0.1
#pragma parameter phosphor_g "Phosphor Green" 0.0 0.0 0.99 0.1
#pragma parameter phosphor_b "Phosphor Blue" 0.0 0.0 0.99 0.1
// Chroma Pass
#pragma parameter ygain_r "Y Gain R Channel" 0.2126 0.0 1.0 0.01
#pragma parameter ygain_g "Y Gain G Channel" 0.7152 0.0 1.0 0.01
#pragma parameter ygain_b "Y Gain B Channel" 0.0722 0.0 1.0 0.01
#pragma parameter chromaa_x "Chroma A X" 0.630 0.0 1.0 0.01
#pragma parameter chromaa_y "Chroma A Y" 0.340 0.0 1.0 0.01
#pragma parameter chromab_x "Chroma B X" 0.310 0.0 1.0 0.01
#pragma parameter chromab_y "Chroma B Y" 0.595 0.0 1.0 0.01
#pragma parameter chromac_x "Chroma C X" 0.155 0.0 1.0 0.01
#pragma parameter chromac_y "Chroma C Y" 0.070 0.0 1.0 0.01
// Distortion Pass
#pragma parameter distortion_amount "Distortion Amount" 0.0 0.0 1.0 0.01
#pragma parameter cubic_distortion_amount "Cubic Dist. Amt" 0.0 0.0 1.0 0.01
#pragma parameter distort_corner_amount "Corner Dist. Amt" 0.0 0.0 1.0 0.01
#pragma parameter round_corner_amount "Corner Rounding" 0.0 0.0 1.0 0.01
#pragma parameter smooth_border_amount "Border Smoothing" 0.0 0.0 1.0 0.01
#pragma parameter vignette_amount "Vignetting Amount" 0.0 0.0 1.0 0.01
#pragma parameter reflection_amount "Reflection Amount" 0.0 0.0 1.0 0.01
#pragma parameter reflection_col_r "Reflection Color R" 1.0 0.0 1.0 0.01
#pragma parameter reflection_col_g "Reflection Color G" 0.9 0.0 1.0 0.01
#pragma parameter reflection_col_b "Reflection Color B" 0.8 0.0 1.0 0.01
// Vector Pass
//#pragma parameter timeratio "Time Ratio" 1.0 0.0 2.0 0.01
//#pragma parameter timescale "Time Scale" 1.0 1.0 10.0 1.0
//#pragma parameter lengthratio "Length Ratio" 1.0 1.0 10.0 1.0
//#pragma parameter lengthscale "Length Scale" 1.0 1.0 10.0 1.0
//#pragma parameter beamsmooth "Beam Smooth Amt" 0.5 0.1 1.0 0.1