slang-shaders/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Root_Presets/MBZ__2__ADV-GLASS-SUPER-XBR__GDV.slangp
fishcu 8f9aa4e8a0
Fix broken file paths (#468)
* Remove non standard characters; Remove unused test file

* Fix missing includes in shaders

* Fix some presets

* Fix copy of crt-super-xbr.slangp in MegaBezel

* Fix copy of FBNEO-Vertical__STD.slangp in MegaBezel

* Revert "Remove non standard characters; Remove unused test file"

This reverts commit 62d3cc1c5a.
2023-08-07 12:28:07 -05:00

476 lines
14 KiB
Plaintext

shaders = 45
shader0 = ../../../shaders/base/add-params-glass.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-screen-scale-params.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = "InfoCachePass"
shader4 = ../../../shaders/base/text-adv-glass.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"
shader16 = ../../../shaders/base/stock.slang
# filter_linear16 = "false"
# wrap_mode16 = "clamp_to_border"
# mipmap_input16 = "false"
# float_framebuffer16 = "false"
# srgb_framebuffer16 = "true"
alias16 = XbrSource
shader17 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear17 = "false"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
float_framebuffer17 = "false"
srgb_framebuffer17 = "true"
shader18 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear18 = "false"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = ""
float_framebuffer18 = "false"
srgb_framebuffer18 = "true"
scale_type_x18 = "source"
scale_x18 = "2.000000"
scale_type_y18 = "source"
scale_y18 = "2.000000"
shader19 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear19 = "false"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = ""
float_framebuffer19 = "false"
srgb_framebuffer19 = "true"
scale_type_x19 = "source"
scale_x19 = "1.000000"
scale_type_y19 = "source"
scale_y19 = "1.000000"
shader20 = ../../../shaders/hyllian/crt-super-xbr/custom-bicubic-x.slang
filter_linear20 = "false"
wrap_mode20 = "clamp_to_border"
mipmap_input20 = "false"
alias20 = ""
float_framebuffer20 = "false"
srgb_framebuffer20 = "true"
scale_type_x20 = "source"
scale_x20 = "1.000000"
scale_type_y20 = "source"
scale_y20 = "1.000000"
shader21 = ../../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear21 = false
scale_type_x21 = source
scale_x21 = 1
scale_type_y21 = source
scale_y21 = 0.5
wrap_mode21 = "clamp_to_edge"
# GTU TV Processing
shader22 = ../../../shaders/gtu/hsm-gtu-pass1.slang
scale_type22 = source
scale22 = 1.0
float_framebuffer22 = true
shader23 = ../../../shaders/gtu/hsm-gtu-pass2.slang
scale_type_x23 = source
scale_x23 = 1.0
scale_type_y23 = source
scale_y23 = 1.0
filter_linear23 = false
float_framebuffer23 = true
shader24 = ../../../shaders/base/stock.slang
alias24 = "PreCRTPass"
shader25 = ../../../shaders/guest/hsm-afterglow0.slang
filter_linear25 = true
scale_type25 = source
scale25 = 1.0
alias25 = "AfterglowPass"
shader26 = ../../../shaders/guest/hsm-pre-shaders-afterglow.slang
filter_linear26 = true
scale_type26 = source
mipmap_input26 = true
scale26 = 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
shader27 = ../../../shaders/dogway/hsm-grade.slang
filter_linear27 = false
scale_type27 = source
scale27 = 1.0
alias27 = "ColorCorrectPass"
shader28 = ../../../shaders/guest/hsm-custom-fast-sharpen.slang
filter_linear28 = true
scale_type28 = source
scale_x28 = 1.0
scale_y28 = 1.0
shader29 = ../../../shaders/base/stock.slang
filter_linear29 = true
scale_type29 = source
scale_x29 = 1.0
scale_y29 = 1.0
alias29 = "PrePass"
mipmap_input29 = true
shader30 = ../../../shaders/guest/hsm-avg-lum.slang
filter_linear30 = true
scale_type30 = source
scale30 = 1.0
mipmap_input30 = true
alias30 = "AvgLumPass"
# Pass referenced by subsequent blurring passes and crt pass
shader31 = ../../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear31 = true
scale_type31 = source
scale31 = 1.0
float_framebuffer31 = true
alias31 = "LinearizePass"
shader32 = ../../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear32 = true
scale_type_x32 = absolute
scale_x32 = 800.0
scale_type_y32 = source
scale_y32 = 1.0
float_framebuffer32 = true
shader33 = ../../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear33 = true
scale_type_x33 = absolute
scale_x33 = 800.0
scale_type_y33 = absolute
scale_y33 = 600.0
float_framebuffer33 = true
alias33 = GlowPass
shader34 = ../../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear34 = true
scale_type_x34 = absolute
scale_x34 = 800.0
scale_type_y34 = absolute
scale_y34 = 600.0
float_framebuffer34 = true
shader35 = ../../../shaders/guest/hsm-bloom_vertical.slang
filter_linear35 = true
scale_type_x35 = source
scale_x35 = 1.0
scale_type_y35 = source
scale_y35 = 1.0
float_framebuffer35 = true
alias35 = BloomPass
shader36 = ../../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear36 = true
scale_type36 = viewport
scale_x36 = 1.0
scale_y36 = 1.0
float_framebuffer36 = true
shader37 = ../../../shaders/guest/hsm-deconvergence.slang
filter_linear37 = true
scale_type37 = viewport
scale_x37 = 1.0
scale_y37 = 1.0
float_framebuffer37 = true
alias37 = "CRTPass"
shader38 = ../../../shaders/base/post-crt-prep-glass.slang
mipmap_input38 = true
scale_type38 = viewport
float_framebuffer38 = true
alias38 = "PostCRTPass"
# 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
shader39 = ../../../shaders/base/linearize-crt.slang
mipmap_input39 = true
filter_linear39 = true
scale_type39 = absolute
# scale_x39 = 480
# scale_y39 = 270
# scale_x39 = 960
# scale_y39 = 540
scale_x39 = 800
scale_y39 = 600
float_framebuffer39 = true
alias39 = "BR_MirrorLowResPass"
# Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader40 = ../../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input40 = true
filter_linear40 = true
float_framebuffer40 = true
# Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader41 = ../../../shaders/base/blur-outside-screen-vert.slang
filter_linear41 = true
float_framebuffer41 = true
alias41 = "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
shader42 = ../../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input42 = true
filter_linear42 = true
scale_type42 = absolute
scale_x42 = 128
scale_y42 = 128
float_framebuffer42 = true
alias42 = "BR_MirrorReflectionDiffusedPass"
# Add Diffused glow all around the screen ----------------------------------------------------------------
# Blurred so much that it's non directional
# Mipmap option allows downscaling without artifacts
shader43 = ../../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input43 = true
filter_linear43 = true
scale_type43 = absolute
scale_x43 = 12
scale_y43 = 12
float_framebuffer43 = true
alias43 = "BR_MirrorFullscreenGlowPass"
# Bezel Reflection ----------------------------------------------------------------
shader44 = ../../../shaders/base/reflection-glass.slang
scale_type44 = viewport
srgb_framebuffer44 = true
alias44 = "ReflectionPass"
# 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
TubeStaticReflectionImage = ../../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
TubeStaticReflectionImage_linear = true
TubeStaticReflectionImage_mipmap = 1
TubeDiffuseImage = ../../../shaders/textures/Tube_Diffuse_2390x1792.png
TubeDiffuseImage_linear = true
TubeDiffuseImage_mipmap = 1
TubeShadowImage = ../../../shaders/textures/Tube_Shadow_1600x1200.png
TubeShadowImage_linear = true
TubeShadowImage_mipmap = 1
TubeColoredGelImage = ../../../shaders/textures/Colored_Gel_Rainbow.png
TubeColoredGelImage_linear = true
TubeColoredGelImage_mipmap = 1
ReflectionMaskImage = ../../../shaders/textures/Placeholder_White_16x16.png
ReflectionMaskImage_linear = true
ReflectionMaskImage_mipmap = 1
FrameTextureImage = ../../../shaders/textures/Placeholder_Transparent_16x16.png
FrameTextureImage_linear = true
FrameTextureImage_mipmap = 1
BackgroundImage = ../../../shaders/textures/TopLayerImageGradient_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/Placeholder_Transparent_16x16.png
NightLightingImage_linear = true
NightLightingImage_mipmap = 1
NightLighting2Image = ../../../shaders/textures/Placeholder_Transparent_16x16.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
# Parameters
HSM_TUBE_BLACK_EDGE_SHARPNESS = "90.0000"
HSM_TUBE_BLACK_EDGE_THICKNESS = -7
HSM_BG_OPACITY = "1.000000"
HSM_GLASS_BORDER_ON = "1.000000"
HSM_BZL_WIDTH = 3000
HSM_BZL_HEIGHT = 3000
HSM_BZL_INNER_EDGE_THICKNESS = 350
HSM_BZL_INNER_EDGE_SHARPNESS = 30
HSM_BZL_INNER_CORNER_RADIUS_SCALE = "100.000000"
HSM_BZL_INNER_EDGE_SHADOW = "0.000000"
HSM_FRM_OPACITY = "100.000000"
HSM_REFLECT_GLOBAL_AMOUNT = "35.00000"
HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "0.900000"
HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "60.0000"
HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000"
HSM_REFLECT_FULLSCREEN_GLOW = "30.000000"
HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "1.500000"
HSM_REFLECT_FADE_AMOUNT = "20.0000"
HSM_REFLECT_RADIAL_FADE_WIDTH = "500.000000"
HSM_REFLECT_RADIAL_FADE_HEIGHT = "300.000000"
HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "500.000000"
HSM_REFLECT_CORNER_FADE = "0.000000"
HSM_REFLECT_BLUR_MIN = "30.0000"
HSM_REFLECT_BLUR_MAX = "60.0000"
HSM_REFLECT_NOISE_AMOUNT = "100.000000"
HSM_REFLECT_NOISE_SAMPLES = "4.000000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
HSM_BG_BRIGHTNESS = "0.000000"
HSM_SCREEN_VIGNETTE_STRENGTH = "20.000000"
HSM_SCREEN_VIGNETTE_POWER = "4.000000"
HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
g_vignette = "0.0"
# SMOOTH-ADV
SGPT_BLEND_OPTION = 1
SHARPSMOOTHER_ON = 1
max_w = 0.05
min_w = 0
smoot = 0.4
lumad = 0.5
mtric = 0.3
SUPERXBR_ON = 1
ntsc_scale = 0.45
SHARPEN = 1
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
# gamma_c = 0.9
# gsl = -1
# scanline1 = 3
# shadowMask = 3
# maskDark = 0.4
# maskLight = 1.2
# mask_gamma = 4
# Mask Size is Auto, so it will look the same at 1080p and 4K
masksize = 0