mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-06-02 19:38:36 -04:00
6fdb0796b4
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
334 lines
10 KiB
Plaintext
334 lines
10 KiB
Plaintext
shaders = 38
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shader0 = ../../../shaders/base/add-params-all.slang
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alias0 = "CorePass"
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shader1 = ../../../shaders/base/stock.slang
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filter_linear1 = false
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srgb_framebuffer1 = true
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scale_type1 = source
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scale_x1 = 1
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scale_y1 = 1
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alias1 = "DerezedPass"
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shader2 = ../../../shaders/base/add-negative-crop-area.slang
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filter_linear2 = false
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mipmap_input2 = false
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srgb_framebuffer2 = true
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scale_type2 = source
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scale_x2 = 1
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scale_y2 = 1
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alias2 = "NegativeCropAddedPass"
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shader3 = ../../../shaders/base/cache-info-all-params.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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alias3 = "InfoCachePass"
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shader4 = ../../../shaders/base/text-adv.slang
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filter_linear4 = false
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float_framebuffer4 = true
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scale_type4 = source
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scale4 = 1.0
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alias4 = "TextPass"
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shader5 = ../../../shaders/base/intro.slang
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filter_linear5 = false
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float_framebuffer5 = true
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scale_type5 = source
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scale5 = 1.0
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alias5 = "IntroPass"
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shader6 = ../../../shaders/dedither/dedither-gamma-prep-1-before.slang
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alias6 = LinearGamma
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shader7 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass1.slang
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filter_linear7 = false
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scale_type7 = source
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scale7 = 1.0
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shader8 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass2.slang
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filter_linear8 = false
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scale_type8 = source
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scale8 = 1.0
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shader9 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass3.slang
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filter_linear9 = false
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scale_type9 = source
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scale9 = 1.0
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alias9 = CB_Output
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shader10 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass4.slang
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filter_linear10 = false
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scale_type10 = source
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scale10 = 1.0
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shader11 = ../../../shaders/hyllian/sgenpt-mix/sgenpt-mix-pass5.slang
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filter_linear11 = false
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shader12 = ../../../shaders/dedither/dedither-gamma-prep-2-after.slang
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shader13 = ../../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
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shader14 = ../../../shaders/guest/extras/hsm-g-sharp_resampler.slang
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alias14 = "DeditherPass"
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shader15 = ../../../shaders/guest/extras/hsm-sharpsmoother.slang
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# alias15 = "DeditherPass"
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# GTU TV Processing
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shader16 = ../../../shaders/gtu/hsm-gtu-pass1.slang
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scale_type16 = source
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scale16 = 1.0
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float_framebuffer16 = true
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shader17 = ../../../shaders/gtu/hsm-gtu-pass2.slang
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scale_type_x17 = source
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scale_x17 = 1.0
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scale_type_y17 = source
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scale_y17 = 1.0
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filter_linear17 = false
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float_framebuffer17 = true
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shader18 = ../../../shaders/base/stock.slang
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alias18 = "PreCRTPass"
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shader19 = ../../../shaders/guest/hsm-afterglow0.slang
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filter_linear19 = true
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scale_type19 = source
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scale19 = 1.0
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alias19 = "AfterglowPass"
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shader20 = ../../../shaders/guest/hsm-pre-shaders-afterglow.slang
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filter_linear20 = true
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scale_type20 = source
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mipmap_input20 = true
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scale20 = 1.0
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# Color Correction with Dogway's awesome Grade shader
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# Grade is after Afterglow so that brightening the black level does not break the afterglow
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shader21 = ../../../shaders/dogway/hsm-grade.slang
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filter_linear21 = false
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scale_type21 = source
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scale21 = 1.0
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alias21 = "ColorCorrectPass"
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shader22 = ../../../shaders/guest/hsm-custom-fast-sharpen.slang
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filter_linear22 = true
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scale_type22 = source
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scale_x22 = 1.0
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scale_y22 = 1.0
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shader23 = ../../../shaders/base/stock.slang
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filter_linear23 = true
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scale_type23 = source
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scale_x23 = 1.0
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scale_y23 = 1.0
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alias23 = "PrePass"
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mipmap_input23 = true
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shader24 = ../../../shaders/guest/hsm-avg-lum.slang
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filter_linear24 = true
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scale_type24 = source
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scale24 = 1.0
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mipmap_input24 = true
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alias24 = "AvgLumPass"
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# Pass referenced by subsequent blurring passes and crt pass
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shader25 = ../../../shaders/guest/hsm-interlace-and-linearize.slang
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filter_linear25 = true
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scale_type25 = source
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scale25 = 1.0
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float_framebuffer25 = true
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alias25 = "LinearizePass"
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shader26 = ../../../shaders/base/delinearize.slang
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scale_type26 = source
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float_framebuffer26 = "true"
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shader27 = ../../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
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scale_type27 = viewport
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scale_x27 = 1.0
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scale_y27 = 1.0
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filter_linear27 = true
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float_framebuffer27 = "true"
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alias27 = "CRTPass"
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader28 = ../../../shaders/base/post-crt-prep-image-layers.slang
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mipmap_input28 = true
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scale_type28 = viewport
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float_framebuffer28 = true
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alias28 = "PostCRTPass"
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# Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
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shader29 = ../../../shaders/base/bezel-images-under-crt.slang
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filter_linear29 = true
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scale_type29 = viewport
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float_framebuffer29 = true
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alias29 = "BR_LayersUnderCRTPass"
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shader30 = ../../../shaders/base/bezel-images-over-crt.slang
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filter_linear30 = true
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scale_type30 = viewport
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float_framebuffer30 = true
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alias30 = "BR_LayersOverCRTPass"
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# Reduce Resolution ----------------------------------------------------------------
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# Reduce the resolution to a small static size regardless of final resolution
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# Allows consistent look and faster at different final resolutions for blur
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# Mipmap option allows downscaling without artifacts
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shader31 = ../../../shaders/base/linearize-crt.slang
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mipmap_input31 = true
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filter_linear31 = true
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scale_type31 = absolute
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# scale_x31 = 480
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# scale_y31 = 270
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# scale_x31 = 960
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# scale_y31 = 540
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scale_x31 = 800
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scale_y31 = 600
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float_framebuffer31 = true
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alias31 = "BR_MirrorLowResPass"
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# Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
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shader32 = ../../../shaders/base/blur-outside-screen-horiz.slang
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mipmap_input32 = true
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filter_linear32 = true
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float_framebuffer32 = true
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# Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
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shader33 = ../../../shaders/base/blur-outside-screen-vert.slang
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filter_linear33 = true
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float_framebuffer33 = true
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alias33 = "BR_MirrorBlurredPass"
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# Reduce resolution ----------------------------------------------------------------
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# Reduced to a very small amount so we can create a blur which will create a glow from the screen
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# Mipmap option allows smoother downscaling
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shader34 = ../../../../../blurs/shaders/royale/blur9x9.slang
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mipmap_input34 = true
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filter_linear34 = true
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scale_type34 = absolute
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scale_x34 = 128
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scale_y34 = 128
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float_framebuffer34 = true
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alias34 = "BR_MirrorReflectionDiffusedPass"
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# Add Diffused glow all around the screen ----------------------------------------------------------------
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# Blurred so much that it's non directional
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# Mipmap option allows downscaling without artifacts
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shader35 = ../../../../../blurs/shaders/royale/blur9x9.slang
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mipmap_input35 = true
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filter_linear35 = true
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scale_type35 = absolute
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scale_x35 = 12
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scale_y35 = 12
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float_framebuffer35 = true
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alias35 = "BR_MirrorFullscreenGlowPass"
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# Bezel Reflection ----------------------------------------------------------------
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shader36 = ../../../shaders/base/reflection.slang
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scale_type36 = viewport
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alias36 = "ReflectionPass"
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# Combine Passes ----------------------------------------------------------------
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shader37 = ../../../shaders/base/combine-passes.slang
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scale_type37 = viewport
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alias37 = "CombinePass"
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# Define textures to be used by the different passes
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textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
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SamplerLUT1 = ../../../shaders/guest/lut/trinitron-lut.png
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SamplerLUT1_linear = true
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SamplerLUT2 = ../../../shaders/guest/lut/inv-trinitron-lut.png
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SamplerLUT2_linear = true
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SamplerLUT3 = ../../../shaders/guest/lut/nec-lut.png
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SamplerLUT3_linear = true
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SamplerLUT4 = ../../../shaders/guest/lut/ntsc-lut.png
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SamplerLUT4_linear = true
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IntroImage = ../../../shaders/textures/IntroImage_MegaBezelLogo.png
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IntroImage_linear = true
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IntroImage_mipmap = 1
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ScreenPlacementImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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ScreenPlacementImage_linear = false
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TubeDiffuseImage = ../../../shaders/textures/Tube_Diffuse_2390x1792.png
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TubeDiffuseImage_linear = true
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TubeDiffuseImage_mipmap = 1
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TubeColoredGelImage = ../../../shaders/textures/Colored_Gel_Rainbow.png
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TubeColoredGelImage_linear = true
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TubeColoredGelImage_mipmap = 1
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TubeShadowImage = ../../../shaders/textures/Tube_Shadow_1600x1200.png
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TubeShadowImage_linear = true
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TubeShadowImage_mipmap = 1
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TubeStaticReflectionImage = ../../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
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TubeStaticReflectionImage_linear = true
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TubeStaticReflectionImage_mipmap = 1
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ReflectionMaskImage = ../../../shaders/textures/Placeholder_White_16x16.png
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ReflectionMaskImage_linear = true
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ReflectionMaskImage_mipmap = 1
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FrameTextureImage = ../../../shaders/textures/FrameTexture_2800x2120.png
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FrameTextureImage_linear = true
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FrameTextureImage_mipmap = 1
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BackgroundImage = ../../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
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BackgroundImage_linear = true
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BackgroundImage_mipmap = 1
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BackgroundVertImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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BackgroundVertImage_linear = true
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BackgroundVertImage_mipmap = 1
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CabinetGlassImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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CabinetGlassImage_linear = true
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CabinetGlassImage_mipmap = 1
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DeviceImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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DeviceImage_linear = true
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DeviceImage_mipmap = 1
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DeviceVertImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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DeviceVertImage_linear = true
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DeviceVertImage_mipmap = 1
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DeviceLEDImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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DeviceLEDImage_linear = true
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DeviceLEDImage_mipmap = 1
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DecalImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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DecalImage_linear = true
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DecalImage_mipmap = 1
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NightLightingImage = ../../../shaders/textures/NightLightingClose_1920x1080.png
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NightLightingImage_linear = true
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NightLightingImage_mipmap = 1
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NightLighting2Image = ../../../shaders/textures/NightLightingFar_1920x1080.png
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NightLighting2Image_linear = true
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NightLighting2Image_mipmap = 1
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LEDImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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LEDImage_linear = true
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LEDImage_mipmap = 1
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TopLayerImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
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TopLayerImage_linear = true
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TopLayerImage_mipmap = 1
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# Use for matching vanilla GDV-Advanced
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# HSM_ASPECT_RATIO_MODE = 6
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# HSM_CURVATURE_MODE = 0
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