slang-shaders/bezel/Mega_Bezel/Presets/Base_CRT_Presets_DREZ/Root_Presets/MBZ__3__STD__GDV-MINI-NTSC__DREZ_X-VIEWPORT_Y-480p.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

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shaders = 31
shader0 = ../../../shaders/base/add-params-all.slang
alias0 = "CorePass"
shader1 = ../../../shaders/guest/extras/hsm-drez-g-sharp_resampler.slang
filter_linear1 = false
scale_type_x1 = viewport
scale_x1 = 1.0
scale_type_y1 = absolute
scale_y1 = 480
wrap_mode1 = "clamp_to_edge"
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-std.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/base/stock.slang
alias6 = "DeditherPass"
shader7 = ../../../shaders/base/stock.slang
alias7 = "PreCRTPass"
shader8 = ../../../shaders/guest/hsm-afterglow0.slang
filter_linear8 = true
scale_type8 = source
scale8 = 1.0
alias8 = "AfterglowPass"
shader9 = ../../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear9 = true
scale_type9 = source
mipmap_input9 = true
scale9 = 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
shader10 = ../../../shaders/dogway/hsm-grade.slang
filter_linear10 = false
scale_type10 = source
scale10 = 1.0
alias10 = "ColorCorrectPass"
shader11 = ../../../shaders/base/stock.slang
alias11 = "PrePass0"
shader12 = ../../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
filter_linear12 = false
float_framebuffer12 = true
scale_type_x12 = source
scale_type_y12 = source
scale_x12 = 4.0
scale_y12 = 1.0
frame_count_mod12 = 2
alias12 = NPass1
shader13 = ../../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
float_framebuffer13 = true
filter_linear13 = true
scale_type13 = source
scale_x13 = 0.5
scale_y13 = 1.0
shader14 = ../../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
filter_linear14 = true
scale_type14 = source
scale_x14 = 1.0
scale_y14 = 1.0
shader15 = ../../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear15 = true
scale_type15 = source
scale_x15 = 1.0
scale_y15 = 1.0
shader16 = ../../../shaders/base/stock.slang
filter_linear16 = true
scale_type16 = source
scale_x16 = 1.0
scale_y16 = 1.0
alias16 = "PrePass"
mipmap_input16 = true
shader17 = ../../../shaders/guest/hsm-avg-lum.slang
filter_linear17 = true
scale_type17 = source
scale17 = 1.0
mipmap_input17 = true
alias17 = "AvgLumPass"
# Pass referenced by subsequent blurring passes and crt pass
shader18 = ../../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear18 = true
scale_type18 = source
scale18 = 1.0
float_framebuffer18 = true
alias18 = "LinearizePass"
shader19 = ../../../shaders/base/delinearize.slang
scale_type19 = source
float_framebuffer19 = "true"
shader20 = ../../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
scale_type20 = viewport
scale_x20 = 1.0
scale_y20 = 1.0
filter_linear20 = true
float_framebuffer20 = "true"
alias20 = "CRTPass"
g_sat = 0.25
g_lum = 0.15
g_gamma_out = 2.45
shader21 = ../../../shaders/base/post-crt-prep-image-layers.slang
mipmap_input21 = true
scale_type21 = viewport
float_framebuffer21 = true
alias21 = "PostCRTPass"
# Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader22 = ../../../shaders/base/bezel-images-under-crt.slang
filter_linear22 = true
scale_type22 = viewport
float_framebuffer22 = true
alias22 = "BR_LayersUnderCRTPass"
shader23 = ../../../shaders/base/bezel-images-over-crt.slang
filter_linear23 = true
scale_type23 = viewport
float_framebuffer23 = true
alias23 = "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
shader24 = ../../../shaders/base/linearize-crt.slang
mipmap_input24 = true
filter_linear24 = true
scale_type24 = absolute
# scale_x24 = 480
# scale_y24 = 270
# scale_x24 = 960
# scale_y24 = 540
scale_x24 = 800
scale_y24 = 600
float_framebuffer24 = true
alias24 = "BR_MirrorLowResPass"
# Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader25 = ../../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input25 = true
filter_linear25 = true
float_framebuffer25 = true
# Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader26 = ../../../shaders/base/blur-outside-screen-vert.slang
filter_linear26 = true
float_framebuffer26 = true
alias26 = "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
shader27 = ../../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input27 = true
filter_linear27 = true
scale_type27 = absolute
scale_x27 = 128
scale_y27 = 128
float_framebuffer27 = true
alias27 = "BR_MirrorReflectionDiffusedPass"
# Add Diffused glow all around the screen ----------------------------------------------------------------
# Blurred so much that it's non directional
# Mipmap option allows downscaling without artifacts
shader28 = ../../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input28 = true
filter_linear28 = true
scale_type28 = absolute
scale_x28 = 12
scale_y28 = 12
float_framebuffer28 = true
alias28 = "BR_MirrorFullscreenGlowPass"
# Bezel Reflection ----------------------------------------------------------------
shader29 = ../../../shaders/base/reflection.slang
scale_type29 = viewport
alias29 = "ReflectionPass"
# Combine Passes ----------------------------------------------------------------
shader30 = ../../../shaders/base/combine-passes.slang
scale_type30 = viewport
alias30 = "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
# NTSC Parameters
GAMMA_INPUT = 2.0
gamma_out = 1.95
h_sharp = "15.000000"
s_sharp = "1.500000"
ntsc_scale = 0.33
# DREZ Parameters
SHARPEN = 0
HSM_ASPECT_RATIO_ORIENTATION = 1
HSM_ASPECT_RATIO_MODE = 0