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
287 lines
8.9 KiB
Plaintext
287 lines
8.9 KiB
Plaintext
shaders = 27
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shader0 = ../../../shaders/base/add-params-all.slang
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alias0 = "CorePass"
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shader1 = ../../../shaders/guest/extras/hsm-drez-g-sharp_resampler.slang
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filter_linear1 = false
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scale_type_x1 = absolute
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scale_x1 = 320
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scale_type_y1 = absolute
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scale_y1 = 240
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wrap_mode1 = "clamp_to_edge"
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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-std.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/base/stock.slang
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alias6 = "DeditherPass"
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shader7 = ../../../shaders/base/stock.slang
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alias7 = "PreCRTPass"
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shader8 = ../../../shaders/guest/hsm-afterglow0.slang
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filter_linear8 = true
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scale_type8 = source
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scale8 = 1.0
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alias8 = "AfterglowPass"
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shader9 = ../../../shaders/guest/hsm-pre-shaders-afterglow.slang
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filter_linear9 = true
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scale_type9 = source
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mipmap_input9 = true
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scale9 = 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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shader10 = ../../../shaders/dogway/hsm-grade.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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alias10 = "ColorCorrectPass"
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shader11 = ../../../shaders/guest/hsm-custom-fast-sharpen.slang
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filter_linear11 = true
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scale_type11 = source
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scale_x11 = 1.0
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scale_y11 = 1.0
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shader12 = ../../../shaders/base/stock.slang
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filter_linear12 = true
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scale_type12 = source
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scale_x12 = 1.0
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scale_y12 = 1.0
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alias12 = "PrePass"
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mipmap_input12 = true
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shader13 = ../../../shaders/guest/hsm-avg-lum.slang
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filter_linear13 = true
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scale_type13 = source
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scale13 = 1.0
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mipmap_input13 = true
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alias13 = "AvgLumPass"
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# Pass referenced by subsequent blurring passes and crt pass
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shader14 = ../../../shaders/guest/hsm-interlace-and-linearize.slang
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filter_linear14 = true
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scale_type14 = source
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scale14 = 1.0
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float_framebuffer14 = true
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alias14 = "LinearizePass"
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shader15 = ../../../shaders/base/delinearize.slang
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scale_type15 = source
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float_framebuffer15 = "true"
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shader16 = ../../../shaders/guest/hsm-crt-dariusg-gdv-mini.slang
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scale_type16 = viewport
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scale_x16 = 1.0
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scale_y16 = 1.0
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filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "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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shader17 = ../../../shaders/base/post-crt-prep-image-layers.slang
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mipmap_input17 = true
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scale_type17 = viewport
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float_framebuffer17 = true
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alias17 = "PostCRTPass"
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# Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
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shader18 = ../../../shaders/base/bezel-images-under-crt.slang
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filter_linear18 = true
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scale_type18 = viewport
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float_framebuffer18 = true
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alias18 = "BR_LayersUnderCRTPass"
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shader19 = ../../../shaders/base/bezel-images-over-crt.slang
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filter_linear19 = true
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scale_type19 = viewport
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float_framebuffer19 = true
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alias19 = "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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shader20 = ../../../shaders/base/linearize-crt.slang
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mipmap_input20 = true
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filter_linear20 = true
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scale_type20 = absolute
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# scale_x20 = 480
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# scale_y20 = 270
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# scale_x20 = 960
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# scale_y20 = 540
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scale_x20 = 800
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scale_y20 = 600
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float_framebuffer20 = true
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alias20 = "BR_MirrorLowResPass"
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# Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
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shader21 = ../../../shaders/base/blur-outside-screen-horiz.slang
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mipmap_input21 = true
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filter_linear21 = true
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float_framebuffer21 = true
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# Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
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shader22 = ../../../shaders/base/blur-outside-screen-vert.slang
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filter_linear22 = true
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float_framebuffer22 = true
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alias22 = "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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shader23 = ../../../../../blurs/shaders/royale/blur9x9.slang
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mipmap_input23 = true
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filter_linear23 = true
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scale_type23 = absolute
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scale_x23 = 128
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scale_y23 = 128
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float_framebuffer23 = true
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alias23 = "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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shader24 = ../../../../../blurs/shaders/royale/blur9x9.slang
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mipmap_input24 = true
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filter_linear24 = true
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scale_type24 = absolute
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scale_x24 = 12
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scale_y24 = 12
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float_framebuffer24 = true
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alias24 = "BR_MirrorFullscreenGlowPass"
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# Bezel Reflection ----------------------------------------------------------------
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shader25 = ../../../shaders/base/reflection.slang
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scale_type25 = viewport
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alias25 = "ReflectionPass"
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# Combine Passes ----------------------------------------------------------------
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shader26 = ../../../shaders/base/combine-passes.slang
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scale_type26 = viewport
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alias26 = "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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