mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-06-02 19:38:36 -04:00
8f9aa4e8a0
* 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
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476 lines
14 KiB
Plaintext
476 lines
14 KiB
Plaintext
shaders = 45
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shader0 = ../../../shaders/base/add-params-glass.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-screen-scale-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-glass.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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shader16 = ../../../shaders/base/stock.slang
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# filter_linear16 = "false"
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# wrap_mode16 = "clamp_to_border"
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# mipmap_input16 = "false"
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# float_framebuffer16 = "false"
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# srgb_framebuffer16 = "true"
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alias16 = XbrSource
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shader17 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
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filter_linear17 = "false"
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wrap_mode17 = "clamp_to_border"
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mipmap_input17 = "false"
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float_framebuffer17 = "false"
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srgb_framebuffer17 = "true"
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shader18 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
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filter_linear18 = "false"
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wrap_mode18 = "clamp_to_border"
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mipmap_input18 = "false"
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alias18 = ""
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float_framebuffer18 = "false"
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srgb_framebuffer18 = "true"
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scale_type_x18 = "source"
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scale_x18 = "2.000000"
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scale_type_y18 = "source"
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scale_y18 = "2.000000"
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shader19 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
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filter_linear19 = "false"
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wrap_mode19 = "clamp_to_border"
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mipmap_input19 = "false"
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alias19 = ""
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float_framebuffer19 = "false"
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srgb_framebuffer19 = "true"
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scale_type_x19 = "source"
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scale_x19 = "1.000000"
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scale_type_y19 = "source"
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scale_y19 = "1.000000"
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shader20 = ../../../shaders/hyllian/crt-super-xbr/custom-bicubic-x.slang
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filter_linear20 = "false"
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wrap_mode20 = "clamp_to_border"
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mipmap_input20 = "false"
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alias20 = ""
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float_framebuffer20 = "false"
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srgb_framebuffer20 = "true"
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scale_type_x20 = "source"
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scale_x20 = "1.000000"
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scale_type_y20 = "source"
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scale_y20 = "1.000000"
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shader21 = ../../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
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filter_linear21 = false
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scale_type_x21 = source
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scale_x21 = 1
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scale_type_y21 = source
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scale_y21 = 0.5
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wrap_mode21 = "clamp_to_edge"
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# GTU TV Processing
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shader22 = ../../../shaders/gtu/hsm-gtu-pass1.slang
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scale_type22 = source
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scale22 = 1.0
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float_framebuffer22 = true
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shader23 = ../../../shaders/gtu/hsm-gtu-pass2.slang
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scale_type_x23 = source
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scale_x23 = 1.0
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scale_type_y23 = source
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scale_y23 = 1.0
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filter_linear23 = false
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float_framebuffer23 = true
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shader24 = ../../../shaders/base/stock.slang
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alias24 = "PreCRTPass"
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shader25 = ../../../shaders/guest/hsm-afterglow0.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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alias25 = "AfterglowPass"
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shader26 = ../../../shaders/guest/hsm-pre-shaders-afterglow.slang
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filter_linear26 = true
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scale_type26 = source
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mipmap_input26 = true
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scale26 = 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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shader27 = ../../../shaders/dogway/hsm-grade.slang
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filter_linear27 = false
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scale_type27 = source
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scale27 = 1.0
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alias27 = "ColorCorrectPass"
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shader28 = ../../../shaders/guest/hsm-custom-fast-sharpen.slang
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filter_linear28 = true
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scale_type28 = source
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scale_x28 = 1.0
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scale_y28 = 1.0
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shader29 = ../../../shaders/base/stock.slang
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filter_linear29 = true
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scale_type29 = source
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scale_x29 = 1.0
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scale_y29 = 1.0
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alias29 = "PrePass"
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mipmap_input29 = true
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shader30 = ../../../shaders/guest/hsm-avg-lum.slang
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filter_linear30 = true
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scale_type30 = source
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scale30 = 1.0
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mipmap_input30 = true
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alias30 = "AvgLumPass"
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# Pass referenced by subsequent blurring passes and crt pass
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shader31 = ../../../shaders/guest/hsm-interlace-and-linearize.slang
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filter_linear31 = true
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scale_type31 = source
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scale31 = 1.0
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float_framebuffer31 = true
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alias31 = "LinearizePass"
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shader32 = ../../../shaders/guest/hsm-gaussian_horizontal.slang
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filter_linear32 = true
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scale_type_x32 = absolute
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scale_x32 = 800.0
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scale_type_y32 = source
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scale_y32 = 1.0
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float_framebuffer32 = true
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shader33 = ../../../shaders/guest/hsm-gaussian_vertical.slang
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filter_linear33 = true
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scale_type_x33 = absolute
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scale_x33 = 800.0
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scale_type_y33 = absolute
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scale_y33 = 600.0
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float_framebuffer33 = true
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alias33 = GlowPass
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shader34 = ../../../shaders/guest/hsm-bloom_horizontal.slang
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filter_linear34 = true
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scale_type_x34 = absolute
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scale_x34 = 800.0
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scale_type_y34 = absolute
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scale_y34 = 600.0
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float_framebuffer34 = true
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shader35 = ../../../shaders/guest/hsm-bloom_vertical.slang
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filter_linear35 = true
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scale_type_x35 = source
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scale_x35 = 1.0
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scale_type_y35 = source
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scale_y35 = 1.0
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float_framebuffer35 = true
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alias35 = BloomPass
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shader36 = ../../../shaders/guest/hsm-crt-guest-advanced.slang
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filter_linear36 = true
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scale_type36 = viewport
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scale_x36 = 1.0
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scale_y36 = 1.0
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float_framebuffer36 = true
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shader37 = ../../../shaders/guest/hsm-deconvergence.slang
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filter_linear37 = true
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scale_type37 = viewport
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scale_x37 = 1.0
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scale_y37 = 1.0
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float_framebuffer37 = true
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alias37 = "CRTPass"
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shader38 = ../../../shaders/base/post-crt-prep-glass.slang
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mipmap_input38 = true
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scale_type38 = viewport
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float_framebuffer38 = true
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alias38 = "PostCRTPass"
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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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shader39 = ../../../shaders/base/linearize-crt.slang
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mipmap_input39 = true
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filter_linear39 = true
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scale_type39 = absolute
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# scale_x39 = 480
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# scale_y39 = 270
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# scale_x39 = 960
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# scale_y39 = 540
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scale_x39 = 800
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scale_y39 = 600
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float_framebuffer39 = true
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alias39 = "BR_MirrorLowResPass"
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# Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
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shader40 = ../../../shaders/base/blur-outside-screen-horiz.slang
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mipmap_input40 = true
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filter_linear40 = true
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float_framebuffer40 = true
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# Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
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shader41 = ../../../shaders/base/blur-outside-screen-vert.slang
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filter_linear41 = true
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float_framebuffer41 = true
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alias41 = "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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shader42 = ../../../../../blurs/shaders/royale/blur9x9.slang
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mipmap_input42 = true
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filter_linear42 = true
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scale_type42 = absolute
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scale_x42 = 128
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scale_y42 = 128
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float_framebuffer42 = true
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alias42 = "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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shader43 = ../../../../../blurs/shaders/royale/blur9x9.slang
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mipmap_input43 = true
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filter_linear43 = true
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scale_type43 = absolute
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scale_x43 = 12
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scale_y43 = 12
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float_framebuffer43 = true
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alias43 = "BR_MirrorFullscreenGlowPass"
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# Bezel Reflection ----------------------------------------------------------------
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shader44 = ../../../shaders/base/reflection-glass.slang
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scale_type44 = viewport
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srgb_framebuffer44 = true
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alias44 = "ReflectionPass"
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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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TubeStaticReflectionImage = ../../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
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TubeStaticReflectionImage_linear = true
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TubeStaticReflectionImage_mipmap = 1
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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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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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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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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/Placeholder_Transparent_16x16.png
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FrameTextureImage_linear = true
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FrameTextureImage_mipmap = 1
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BackgroundImage = ../../../shaders/textures/TopLayerImageGradient_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/Placeholder_Transparent_16x16.png
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NightLightingImage_linear = true
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NightLightingImage_mipmap = 1
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NightLighting2Image = ../../../shaders/textures/Placeholder_Transparent_16x16.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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# Parameters
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HSM_TUBE_BLACK_EDGE_SHARPNESS = "90.0000"
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HSM_TUBE_BLACK_EDGE_THICKNESS = -7
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HSM_BG_OPACITY = "1.000000"
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HSM_GLASS_BORDER_ON = "1.000000"
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HSM_BZL_WIDTH = 3000
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HSM_BZL_HEIGHT = 3000
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HSM_BZL_INNER_EDGE_THICKNESS = 350
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HSM_BZL_INNER_EDGE_SHARPNESS = 30
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HSM_BZL_INNER_CORNER_RADIUS_SCALE = "100.000000"
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HSM_BZL_INNER_EDGE_SHADOW = "0.000000"
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HSM_FRM_OPACITY = "100.000000"
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HSM_REFLECT_GLOBAL_AMOUNT = "35.00000"
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HSM_REFLECT_GLOBAL_GAMMA_ADJUST = "0.900000"
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HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = "60.0000"
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HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = "40.0000"
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HSM_REFLECT_FULLSCREEN_GLOW = "30.000000"
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HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = "1.500000"
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HSM_REFLECT_FADE_AMOUNT = "20.0000"
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HSM_REFLECT_RADIAL_FADE_WIDTH = "500.000000"
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HSM_REFLECT_RADIAL_FADE_HEIGHT = "300.000000"
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HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = "500.000000"
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HSM_REFLECT_CORNER_FADE = "0.000000"
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HSM_REFLECT_BLUR_MIN = "30.0000"
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HSM_REFLECT_BLUR_MAX = "60.0000"
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HSM_REFLECT_NOISE_AMOUNT = "100.000000"
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HSM_REFLECT_NOISE_SAMPLES = "4.000000"
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HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
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HSM_REFLECT_NOISE_SAMPLE_DISTANCE = "15.0000"
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HSM_BG_BRIGHTNESS = "0.000000"
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HSM_SCREEN_VIGNETTE_STRENGTH = "20.000000"
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HSM_SCREEN_VIGNETTE_POWER = "4.000000"
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HSM_SCREEN_VIGNETTE_IN_REFLECTION = "0.000000"
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g_vignette = "0.0"
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# SMOOTH-ADV
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SGPT_BLEND_OPTION = 1
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SHARPSMOOTHER_ON = 1
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max_w = 0.05
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min_w = 0
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smoot = 0.4
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lumad = 0.5
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mtric = 0.3
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SUPERXBR_ON = 1
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ntsc_scale = 0.45
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SHARPEN = 1
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HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
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HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 100
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HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
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HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
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# gamma_c = 0.9
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# gsl = -1
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# scanline1 = 3
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# shadowMask = 3
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# maskDark = 0.4
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# maskLight = 1.2
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# mask_gamma = 4
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# Mask Size is Auto, so it will look the same at 1080p and 4K
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masksize = 0
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