slang-shaders/bezel/koko-aio/shaders/config.inc
Antonio Orefice 3eecf5c78e
Update koko-aio to 3.5 (#348)
* For pull request of koko-aio 3.5

* removed monitor source
2023-01-15 08:30:22 -06:00

509 lines
20 KiB
C++

//Consider content interlaced if lines are more than this
#define MIN_LINES_INTERLACED 380
//Sort of dithering used in vignette, spot, backlight leds
#define NOISEPOWER ((params.OutputSize.z)*3)
//Bezel reflection area size in relation to the game frame
//Use the lowest possible value for best performance
//It is also used to compute wrap/repeated coordinates.
#define BEZEL_REFLECTION_AREA_SIZE 0.175
// 0.0-1.0: sensitivity to scene change (ambilike stuff), 0.0 changes more
#define AMBI_SCENE_CHG_THRSHLD 0.07
// The following will allow to sample at reduced interval
// The scene change detection logic will take advantage of it
// So that quick fades will still be treated as scene changes
#define AMBI_AVGLUM_DIVIDER 4
// The following defines the speed of the color fades
// when changing scene. (range 0..1)
// It is wise to correlate it with avglum_divider
// try between (1/avglum_divider) and (1/avglum_divider)/3
#define AMBI_FAST_STEP 0.125
//Setting the glow/halo sharpness parameter to this
//will skip the blurring phase and lowers the gpu use
//Set this to the same value as used for the maximum
//of IN_GLOW_W/H, HALO_W/H
#define GLOW_SHARP_MAX 7
//Setting glow to blur bias parameter to this
//will skip the glow/blur mix codem and just return
//the blurred image
//Set this to the same value as used for the maximum
//of IN_GLOW_BIAS
#define IN_GLOW_BIAS_MAX 2.0
#define eps 1e-5
#define pi 3.141592654
#define TAU 6.28318530717958647693
#define alpha_mark 0.1
layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
vec4 final_passSize;
uint FrameCount;
float SCANLINE_DARK;
float VMASK_OVERWHITE ;
float VMASK_DARKLINE_SCALE;
float VMASK_GAP;
float VMASK_USE_GM;
float DRKLN_OVERWHITE ;
float DARKLINES_VOFFSET ;
float DARKLINES_PERIOD ;
float HALO_W ;
float HALO_H ;
float HALO_POWER ;
float HALO_GAMMA ;
float HALO_VS_SCAN ;
float DO_BLOOM ; //4
float BLOOM_QUALITY ; //1
} params;
layout(std140, set = 0, binding = 0) uniform UBO {
mat4 MVP;
vec4 FinalViewportSize;
vec4 in_glow_passSize;
vec4 FXAA_passSize;
//vec4 main_passSize;
//vec4 monitor_bodySize;
//vec4 bgSize;
vec4 avglum_passSize;
vec4 first_passSize;
float DO_SCANLINES;
float DO_IN_GLOW;
float DO_VMASK_AND_DARKLINES ;
float MASK_COMPENSATION ;
float DO_HALO ;
float DO_CCORRECTION;
float DO_ALT_BLANK;
float IN_GLOW_BIAS ;
float SCANLINES_BLEEDING ;
float IN_GLOW_W;
float IN_GLOW_H;
float IN_GLOW_POWER;
float IN_GLOW_GAMMA;
float BLOOM_MIX;
float BLOOM_SIZE;
float BLOOM_GAMMA;
float BLOOM_BYPASS;
float BLOOM_POWER;
float BLOOM_OVER_WHITE;
float BLOOM_GAMMA_OUT;
float ALT_BLANK_STRENGTH;
float ALT_BLANK_PERIOD;
float DO_FXAA;
float DO_SAT_BLEED;
float SAT_BLEED_SIZE_LEFT;
float SAT_BLEED_SIZE_RIGHT;
float SAT_BLEED_FALLOFF;
float SAT_BLEED_STRENGTH;
float SAT_BLEED_PAL;
float DO_NTSC_ARTIFACTS;
float NTSC_FILTER_WIDTH;
float NTSC_FILTER_SCF;
float NTSC_FILTER_FC;
float NTSC_MIX;
float NTSC_PHASE_SHIFT;
//float NTSC_DOT_CRAWL;
float SCANLINE_FLICKERING ; //2
float SCANLINE_FLICKERING_POWER;
float SCANLINE_DISABLE_ON_INTERLACE;
float SCANLINE_COMPENSATION;
float SCANLINE_SM_STRENGTH;
float SCANLINE_SM_TYPE;
float SCANLINE_SM_VOFFSET;
float RGB_MASK_STRENGTH;
float DARKLINES_STRENGTH;
float GAMMA_OUT ; //1
float SATURATION;
float LUMINANCE;
float CONTRAST;
float BRIGHTNESS;
float TEMPERATURE;
float DO_CURVATURE;
float GEOM_WARP_X;
float GEOM_WARP_Y;
float GEOM_CORNER_SIZE;
float GEOM_CORNER_SMOOTH;
float DO_BEZEL;
float BEZEL_R;
float BEZEL_G;
float BEZEL_B;
float BEZEL_CON;
float BEZEL_INNER_ZOOM;
float BEZEL_IMAGE_BORDER;
float BEZEL_REFL_ZOOM;
float BEZEL_FRAME_ZOOM;
float DO_SPOT;
float S_POSITION;
float S_SIZE;
float S_POWER;
float S_BYPASS;
float DO_VIGNETTE;
float V_SIZE;
float V_POWER;
float V_BYPASS;
float DO_DYNZOOM;
float DYNZOOM_FACTOR;
float DO_AMBILIGHT;
float AMBI_FALLOFF;
float AMBI_POWER;
float ASPECT_X;
float ASPECT_Y;
float AMBI_STEPS;
float DO_BG_IMAGE;
float BG_IMAGE_OVER;
float BG_IMAGE_OFFY;
float BG_IMAGE_OFFX;
float BG_IMAGE_ZOOM;
float BG_IMAGE_ROTATION;
float DO_SHIFT_RGB;
float SHIFT_R;
float SHIFT_G;
float SHIFT_B;
float OFFSET_STRENGTH;
} global;
// Color correction
#pragma parameter DO_CCORRECTION "★ Color corrections enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter LUMINANCE " Luminance push (>1.0=clip)" 0.0 0.0 1.5 0.05
#pragma parameter SATURATION " Saturation in (1.0=off)" 1.0 0.0 2.0 0.01
#pragma parameter CONTRAST " Contrast in (0.0=off)" 0.0 -1.0 1.0 0.01
#pragma parameter BRIGHTNESS " Brightness in (0.0=off)" 0.0 -1.0 1.0 0.01
#pragma parameter TEMPERATURE " Temperature in (6500=off)" 6500.0 3000 10000.0 50.0
#pragma parameter GAMMA_OUT " Gamma out" 0.69 0.1 9.0 0.025
// FXAA
// Apply an antialiasing filter via FXAA from Nvidia.
#pragma parameter DO_FXAA "★ FXAA enable? ==>" 0.0 0.0 1.0 1.0
// NTSC color artifacting
#pragma parameter DO_NTSC_ARTIFACTS "★ CVBS: NTSC color artifacts enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter NTSC_FILTER_WIDTH " Filter width" 17.0 5.0 21.0 4.0
#pragma parameter NTSC_FILTER_SCF " Subcarrier Frequency" 5.30 0.0 10.0 0.01
#pragma parameter NTSC_FILTER_FC " Frequency cutoff" 2.5 0.1 10.0 0.1
#pragma parameter NTSC_PHASE_SHIFT " Phase shift" 0.0 0.0 1.0 1.0
//#pragma parameter NTSC_DOT_CRAWL " Dot Crawl" 1.0 0.0 1.0 1.0
#pragma parameter NTSC_MIX " Strength" 0.5 0.0 3.0 0.05
// YIQ/YUV bandwidth limited chroma bleeding and NTSC color artifacts.
#pragma parameter DO_SAT_BLEED "★ CVBS: Bandwidth limited chroma enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter SAT_BLEED_PAL " Use PAL colorspace, not NTSC" 0.0 0.0 1.0 1.0
#pragma parameter SAT_BLEED_STRENGTH " Strength" 1.0 0.0 5.0 0.01
#pragma parameter SAT_BLEED_SIZE_LEFT " Size Left" 5.0 1.0 40.0 1.0
#pragma parameter SAT_BLEED_SIZE_RIGHT " Size Right" 5.0 1.0 40.0 1.0
#pragma parameter SAT_BLEED_FALLOFF " Falloff" 1.7 1.0 2.0 0.01
//Offset RGB
#pragma parameter DO_SHIFT_RGB "★ RGB deconvergence enable? (bad with FXAA) ==>" 0.0 0.0 1.0 1.0
#pragma parameter OFFSET_STRENGTH " Strength" 0.5 0.0 1.0 0.1
#pragma parameter SHIFT_R " Red offset" -40.0 -210.0 189.0 1
#pragma parameter SHIFT_G " Green offset" 40.0 -210.0 189.0 1
#pragma parameter SHIFT_B " Blue offset" 3.0 -210.0 189.0 1
// Input glowing
#pragma parameter DO_IN_GLOW "★ Glowing Input/power enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter IN_GLOW_POWER " Input signal glow strength" 0.45 0.0 5.0 0.05
#pragma parameter IN_GLOW_W " Sharpness, horizontal" 2.5 0.2 7.0 0.05
#pragma parameter IN_GLOW_H " Sharpness, vertical" 2.5 0.2 7.0 0.05
#pragma parameter IN_GLOW_GAMMA " Gamma, the higher, the less the glow on dark colors" 1.0 1.0 10.0 0.1
#pragma parameter IN_GLOW_BIAS " Glow to blur bias" 2.0 0.0 2.0 0.05
// Mask
#pragma parameter DO_VMASK_AND_DARKLINES "★ RGB Masks and/or Darklines enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter MASK_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.05
#pragma parameter VMASK_DARKLINE_SCALE " (HiDPI) Vmask and Darklines multiplier" 1.0 1.0 4.0 1.0
#pragma parameter RGB_MASK_STRENGTH " RGB Mask Strength (0.0 to disable)" 0.75 0.0 1.0 0.05
#pragma parameter VMASK_USE_GM " . (LoDPI) Green,Magenta -> BGR" 0.0 0.0 1.0 1.0
#pragma parameter VMASK_GAP " . Horizontal Gap between triads" 0.0 0.0 1.0 1.0
#pragma parameter VMASK_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05
#pragma parameter DARKLINES_STRENGTH " Darklines strength (0.0 to disable)" 0.65 0.0 1.0 0.05
#pragma parameter DARKLINES_VOFFSET " . Offset" 1.0 0.0 1.0 1.0
#pragma parameter DARKLINES_PERIOD " . Height" 4.0 2.0 16.0 2.0
#pragma parameter DRKLN_OVERWHITE " . Affect bright colors" 1.0 0.0 1.0 0.05
// Halo
#pragma parameter DO_HALO "★ Halo enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter HALO_POWER " Strength" 0.9 0.0 5.0 0.025
#pragma parameter HALO_W " Sharpness, horizontal" 1.75 0.2 7.0 0.05
#pragma parameter HALO_H " Sharpness, Vertical" 1.75 0.2 7.0 0.05
#pragma parameter HALO_GAMMA " Gamma, the higher, the less the halo on dark colors" 2.0 1.0 10.0 0.1
#pragma parameter HALO_VS_SCAN " Light up scanlines too" 0.0 0.0 1.0 0.1
// Scanlines
#pragma parameter DO_SCANLINES "★ Scanlines enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter SCANLINE_DARK " Scanlines gap brightness" 0.0 -0.5 1.0 0.05
#pragma parameter SCANLINE_COMPENSATION " Compensate for brightness loss" 0.0 0.0 1.0 0.1
#pragma parameter SCANLINES_BLEEDING " Scanlines bleeding" 0.0 0.0 3.0 0.05
#pragma parameter SCANLINE_FLICKERING " Interlace Flicker (0=off,1=on,2=if interlaced)" 2.0 0.0 2.0 1.0
#pragma parameter SCANLINE_FLICKERING_POWER " Interlace Flicker power" 0.75 0.0 4.0 0.1
#pragma parameter SCANLINE_DISABLE_ON_INTERLACE " Disable on interlaced screen" 0.0 0.0 1.0 1.0
#pragma parameter SCANLINE_SM_TYPE " Slotmask type (disable (0) with darklines!)" 0.0 0.0 3.0 1.0
#pragma parameter SCANLINE_SM_STRENGTH " . Slotmask strength (type 1 and 2 only)" 0.0 0.0 1.0 0.05
#pragma parameter SCANLINE_SM_VOFFSET " . Offset (type 1 only)" 45.0 0.0 158.0 1.0
// Bloom
#pragma parameter DO_BLOOM "★ Bloom enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter BLOOM_MIX " Final mix, (0.0=off)" 0.2 0.0 1.0 0.01
#pragma parameter BLOOM_SIZE " Radius" 2.0 0.25 30.0 0.25
#pragma parameter BLOOM_QUALITY " Quality: more is better but slower" 1.0 1.0 32.0 1.0
#pragma parameter BLOOM_GAMMA " Input Gamma" 10.0 1.0 10.0 0.1
#pragma parameter BLOOM_POWER " Power multiplier" 10.0 1.0 100.0 0.5
#pragma parameter BLOOM_GAMMA_OUT " Output Gamma" 10.0 0.1 10.0 0.1
#pragma parameter BLOOM_OVER_WHITE " Strength on bright areas (0 = aura)" 0.5 0.0 1.0 0.05
#pragma parameter BLOOM_BYPASS " Bypass" 0.0 0.0 1.0 1.0
//Curvature parameters:
#pragma parameter DO_CURVATURE "★ Curvature enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter GEOM_WARP_X " Warp X" 0.3 0.0 6.0 0.05
#pragma parameter GEOM_WARP_Y " Warp Y" 0.0 0.0 6.0 0.05
#pragma parameter GEOM_CORNER_SIZE " Corner radius" 0.01 0.01 0.1 0.005
#pragma parameter GEOM_CORNER_SMOOTH " Corner sharpness" 350.0 50.0 1000.0 25.0
//Bezel related
#pragma parameter DO_BEZEL "★ Bezel enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter BEZEL_R " Bezel color: Red" -0.3 -0.5 0.5 0.01
#pragma parameter BEZEL_G " Bezel color: Green" -0.3 -0.5 0.5 0.01
#pragma parameter BEZEL_B " Bezel color: Blue" -0.3 -0.5 0.5 0.01
#pragma parameter BEZEL_CON " Bezel Contrast" 1.3 0.0 10.0 0.01
#pragma parameter BEZEL_INNER_ZOOM " Image zoom" -0.18 -1.5 0.5 0.01
#pragma parameter BEZEL_FRAME_ZOOM " Frame zoom" 0.0 -1.5 0.5 0.01
#pragma parameter BEZEL_IMAGE_BORDER " Image border" 1.01 1.0 1.2 0.01
#pragma parameter BEZEL_REFL_ZOOM " Reflections zoom" 0.965 0.0 2.0 0.005
//Background Image
#pragma parameter DO_BG_IMAGE "★ Backgound image enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter LABEL_WARNING1 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0
#pragma parameter BG_IMAGE_OVER " Image over content (alpha channel driven)?" 0.0 0.0 1.0 1.0
#pragma parameter BG_IMAGE_OFFX " Shift Image over X axis" 0.0 -1.0 1.0 0.0005
#pragma parameter BG_IMAGE_OFFY " Shift Image over Y axis" 0.0 -1.0 1.0 0.0005
#pragma parameter BG_IMAGE_ZOOM " Zoom Image" 1.0 -1.0 3.0 0.0005
#pragma parameter BG_IMAGE_ROTATION " Rotate image mode (-1 for auto)" -1.0 -1.0 2.0 1.0
//Back leds
//Emulates leds under the monitor frame that slowly reacts to image contents
#pragma parameter DO_AMBILIGHT "★ Ambient light leds enable? ==> " 1.0 0.0 1.0 1.0
#pragma parameter LABEL_WARNING3 " ⚠ RetroArch aspect needs to be set to Full! ⚠" 1.0 1.0 1.0 1.0
#pragma parameter LABEL_WARNING4 " ⚠ Resize the window once if you see glitches! ⚠" 1.0 1.0 1.0 1.0
#pragma parameter AMBI_STEPS " Slowness" 60.0 5.0 1000.0 5.0
#pragma parameter AMBI_FALLOFF " Light Falloff" 0.7 0.1 3.0 0.01
#pragma parameter AMBI_POWER " Led power" 1.5 1.0 7.0 0.05
//Aspect Ratio
#pragma parameter label_ar "★ Aspect Ratio " 0.0 0.0 1.0 1.0
#pragma parameter ASPECT_X " Aspect Ratio Numerator (-x for a preset below)" 0.0 -6.0 256. 1.0
#pragma parameter ASPECT_Y " Aspect Ratio Denominator" 3.0 0.0 256. 1.0
#pragma parameter label_aspect_presets " Presets reference list:" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset0 " (0 = MAME 1.33)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset1 " (-1 = NTSC 1.5)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset2 " (-2 = PAL 1.25)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset3 " (-3 = Snes 8/7)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset4 " (-4 = Megadrive 10/7)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset5 " (-5 = Uncorrected)" 0.0 0.0 0.0 1.0
#pragma parameter label_aspect_preset6 " (-6 = MAME rotated/TATE 0.75)" 0.0 0.0 0.0 1.0
//Full screen glowing
//Modulate the image zooming depending on the image luminosity.
//You can lower the effect power through the DYNZOOM_FACTOR parameter.
#pragma parameter DO_DYNZOOM "★ Luminosity dependant zoom enable? ==>" 1.0 0.0 1.0 1.0
#pragma parameter DYNZOOM_FACTOR " Narrowness" 80.0 30.0 120.0 1.0
//Vignette and spot
#pragma parameter DO_VIGNETTE "★ Vignette enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter V_BYPASS " bypass " 0.0 0.0 1.0 1.0
#pragma parameter V_SIZE " size" 1.7 0.0 3.0 0.05
#pragma parameter V_POWER " power" 1.1 0.05 2.0 0.05
#pragma parameter DO_SPOT "★ Spot enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter S_BYPASS " bypass" 0.0 0.0 1.0 1.0
#pragma parameter S_POSITION " Position" 0.0 -420.0 378.0 1
#pragma parameter S_SIZE " size" 0.4 0.0 1.0 0.01
#pragma parameter S_POWER " power" 0.1 0.05 2.0 0.05
// Alternative blanking.
#pragma parameter DO_ALT_BLANK "★ Alternate line blanking enable? ==>" 0.0 0.0 1.0 1.0
#pragma parameter ALT_BLANK_STRENGTH " Alternate black frame insertion strength" 0.5 0.0 1.0 0.1
#pragma parameter ALT_BLANK_PERIOD " Blank lines period" 4.0 0.0 20.0 1.0
#define DO_FXAA global.DO_FXAA
#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_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 NTSC_DOT_CRAWL global.NTSC_DOT_CRAWL
#define DO_SCANLINES global.DO_SCANLINES
#define SCANLINE_DARK params.SCANLINE_DARK
#define SCANLINE_OVERWHITE global.SCANLINE_OVERWHITE
#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_COMPENSATION global.SCANLINE_COMPENSATION
#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_IN_GLOW global.DO_IN_GLOW
#define IN_GLOW_BIAS global.IN_GLOW_BIAS
#define SCANLINES_BLEEDING global.SCANLINES_BLEEDING
#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 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_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_BLOOM params.DO_BLOOM
#define BLOOM_MIX global.BLOOM_MIX
#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_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 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_CURVATURE global.DO_CURVATURE
#define GEOM_WARP_X global.GEOM_WARP_X
#define GEOM_WARP_Y global.GEOM_WARP_Y
#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_IMAGE_BORDER global.BEZEL_IMAGE_BORDER
#define BEZEL_REFL_ZOOM global.BEZEL_REFL_ZOOM
#define DO_SPOT global.DO_SPOT
#define S_BYPASS global.S_BYPASS
#define S_POSITION global.S_POSITION
#define S_SIZE global.S_SIZE
#define S_POWER global.S_POWER
#define DO_DYNZOOM global.DO_DYNZOOM
#define DYNZOOM_FACTOR global.DYNZOOM_FACTOR
#define DO_VIGNETTE global.DO_VIGNETTE
#define V_BYPASS global.V_BYPASS
#define V_SIZE global.V_SIZE
#define V_POWER global.V_POWER
#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 ASPECT_X global.ASPECT_X
#define ASPECT_Y global.ASPECT_Y
#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 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