slang-shaders/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Root_Presets/MBZ__1__ADV__GDV-MINI.slangp
HyperspaceMadness 6fdb0796b4 Mega Bezel V1.12.0_2023-03-11
Changes:
  * Improved Performance
    * Fixed a performance issue  where we were rendering more than we needed to
    * This should increase performance across most presets
  * Fixed color rainbowing in reflection for Guest-Advanced and LCD-GRID
  * Updated to crt-guest-advanced-2023-03-11-release1
  * Updated GDV-MINI from @ROBMARK85's request
2023-03-13 21:23:28 -04:00

334 lines
10 KiB
Plaintext

shaders = 38
shader0 = ../../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../../shaders/base/stock.slang
filter_linear1 = false
srgb_framebuffer1 = true
scale_type1 = source
scale_x1 = 1
scale_y1 = 1
alias1 = "DerezedPass"
shader2 = ../../../shaders/base/add-negative-crop-area.slang
filter_linear2 = false
mipmap_input2 = false
srgb_framebuffer2 = true
scale_type2 = source
scale_x2 = 1
scale_y2 = 1
alias2 = "NegativeCropAddedPass"
shader3 = ../../../shaders/base/cache-info-all-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../../shaders/base/text-adv.slang
filter_linear4 = false
float_framebuffer4 = true
scale_type4 = source
scale4 = 1.0
alias4 = "TextPass"
shader5 = ../../../shaders/base/intro.slang
filter_linear5 = false
float_framebuffer5 = true
scale_type5 = source
scale5 = 1.0
alias5 = "IntroPass"
shader6 = ../../../shaders/dedither/dedither-gamma-prep-1-before.slang
alias6 = LinearGamma
shader7 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass1.slang
filter_linear7 = false
scale_type7 = source
scale7 = 1.0
shader8 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass2.slang
filter_linear8 = false
scale_type8 = source
scale8 = 1.0
shader9 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass3.slang
filter_linear9 = false
scale_type9 = source
scale9 = 1.0
alias9 = CB_Output
shader10 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass4.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
shader11 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass5.slang
filter_linear11 = false
shader12 = ../../../shaders/dedither/dedither-gamma-prep-2-after.slang
shader13 = ../../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
shader14 = ../../../shaders/guest/extras/hsm-g-sharp_resampler.slang
alias14 = "DeditherPass"
shader15 = ../../../shaders/guest/extras/hsm-sharpsmoother.slang
# alias15 = "DeditherPass"
# GTU TV Processing
shader16 = ../../../shaders/gtu/hsm-gtu-pass1.slang
scale_type16 = source
scale16 = 1.0
float_framebuffer16 = true
shader17 = ../../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x17 = source
scale_x17 = 1.0
scale_type_y17 = source
scale_y17 = 1.0
filter_linear17 = false
float_framebuffer17 = true
shader18 = ../../../shaders/base/stock.slang
alias18 = "PreCRTPass"
shader19 = ../../../shaders/guest/hsm-afterglow0.slang
filter_linear19 = true
scale_type19 = source
scale19 = 1.0
alias19 = "AfterglowPass"
shader20 = ../../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear20 = true
scale_type20 = source
mipmap_input20 = true
scale20 = 1.0
# Color Correction with Dogway's awesome Grade shader
# Grade is after Afterglow so that brightening the black level does not break the afterglow
shader21 = ../../../shaders/dogway/hsm-grade.slang
filter_linear21 = false
scale_type21 = source
scale21 = 1.0
alias21 = "ColorCorrectPass"
shader22 = ../../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear22 = true
scale_type22 = source
scale_x22 = 1.0
scale_y22 = 1.0
shader23 = ../../../shaders/base/stock.slang
filter_linear23 = true
scale_type23 = source
scale_x23 = 1.0
scale_y23 = 1.0
alias23 = "PrePass"
mipmap_input23 = true
shader24 = ../../../shaders/guest/hsm-avg-lum.slang
filter_linear24 = true
scale_type24 = source
scale24 = 1.0
mipmap_input24 = true
alias24 = "AvgLumPass"
# Pass referenced by subsequent blurring passes and crt pass
shader25 = ../../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
float_framebuffer25 = true
alias25 = "LinearizePass"
shader26 = ../../../shaders/base/delinearize.slang
scale_type26 = source
float_framebuffer26 = "true"
shader27 = ../../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type27 = viewport
scale_x27 = 1.0
scale_y27 = 1.0
filter_linear27 = true
float_framebuffer27 = "true"
alias27 = "CRTPass"
g_sat = 0.25
g_lum = 0.15
g_gamma_out = 2.45
shader28 = ../../../shaders/base/post-crt-prep-image-layers.slang
mipmap_input28 = true
scale_type28 = viewport
float_framebuffer28 = true
alias28 = "PostCRTPass"
# Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader29 = ../../../shaders/base/bezel-images-under-crt.slang
filter_linear29 = true
scale_type29 = viewport
float_framebuffer29 = true
alias29 = "BR_LayersUnderCRTPass"
shader30 = ../../../shaders/base/bezel-images-over-crt.slang
filter_linear30 = true
scale_type30 = viewport
float_framebuffer30 = true
alias30 = "BR_LayersOverCRTPass"
# Reduce Resolution ----------------------------------------------------------------
# Reduce the resolution to a small static size regardless of final resolution
# Allows consistent look and faster at different final resolutions for blur
# Mipmap option allows downscaling without artifacts
shader31 = ../../../shaders/base/linearize-crt.slang
mipmap_input31 = true
filter_linear31 = true
scale_type31 = absolute
# scale_x31 = 480
# scale_y31 = 270
# scale_x31 = 960
# scale_y31 = 540
scale_x31 = 800
scale_y31 = 600
float_framebuffer31 = true
alias31 = "BR_MirrorLowResPass"
# Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader32 = ../../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input32 = true
filter_linear32 = true
float_framebuffer32 = true
# Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader33 = ../../../shaders/base/blur-outside-screen-vert.slang
filter_linear33 = true
float_framebuffer33 = true
alias33 = "BR_MirrorBlurredPass"
# Reduce resolution ----------------------------------------------------------------
# Reduced to a very small amount so we can create a blur which will create a glow from the screen
# Mipmap option allows smoother downscaling
shader34 = ../../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 128
scale_y34 = 128
float_framebuffer34 = true
alias34 = "BR_MirrorReflectionDiffusedPass"
# Add Diffused glow all around the screen ----------------------------------------------------------------
# Blurred so much that it's non directional
# Mipmap option allows downscaling without artifacts
shader35 = ../../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input35 = true
filter_linear35 = true
scale_type35 = absolute
scale_x35 = 12
scale_y35 = 12
float_framebuffer35 = true
alias35 = "BR_MirrorFullscreenGlowPass"
# Bezel Reflection ----------------------------------------------------------------
shader36 = ../../../shaders/base/reflection.slang
scale_type36 = viewport
alias36 = "ReflectionPass"
# Combine Passes ----------------------------------------------------------------
shader37 = ../../../shaders/base/combine-passes.slang
scale_type37 = viewport
alias37 = "CombinePass"
# Define textures to be used by the different passes
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
SamplerLUT1 = ../../../shaders/guest/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../../../shaders/guest/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../../../shaders/guest/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../../../shaders/guest/lut/ntsc-lut.png
SamplerLUT4_linear = true
IntroImage = ../../../shaders/textures/IntroImage_MegaBezelLogo.png
IntroImage_linear = true
IntroImage_mipmap = 1
ScreenPlacementImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
ScreenPlacementImage_linear = false
TubeDiffuseImage = ../../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeColoredGelImage = ../../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
TubeShadowImage = ../../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeStaticReflectionImage = ../../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
ReflectionMaskImage = ../../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../../shaders/textures/FrameTexture_2800x2120.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
BackgroundImage_linear = true
BackgroundImage_mipmap = 1
BackgroundVertImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
BackgroundVertImage_linear = true
BackgroundVertImage_mipmap = 1
CabinetGlassImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
CabinetGlassImage_linear = true
CabinetGlassImage_mipmap = 1
DeviceImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceImage_linear = true
DeviceImage_mipmap = 1
DeviceVertImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceVertImage_linear = true
DeviceVertImage_mipmap = 1
DeviceLEDImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
DeviceLEDImage_linear = true
DeviceLEDImage_mipmap = 1
DecalImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
DecalImage_linear = true
DecalImage_mipmap = 1
NightLightingImage = ../../../shaders/textures/NightLightingClose_1920x1080.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../../shaders/textures/NightLightingFar_1920x1080.png
NightLighting2Image_linear = true
NightLighting2Image_mipmap = 1
LEDImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
LEDImage_linear = true
LEDImage_mipmap = 1
TopLayerImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
TopLayerImage_linear = true
TopLayerImage_mipmap = 1
# Use for matching vanilla GDV-Advanced
# HSM_ASPECT_RATIO_MODE = 6
# HSM_CURVATURE_MODE = 0