slang-shaders/bezel/Mega_Bezel/Presets/Base_CRT_Presets/Root_Presets/MBZ__3__STD-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

410 lines
12 KiB
Plaintext

shaders = 37
shader0 = ../../../shaders/base/add-params-all.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-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/guest/hsm-custom-fast-sharpen.slang
filter_linear11 = true
scale_type11 = source
scale_x11 = 1.0
scale_y11 = 1.0
shader12 = ../../../shaders/base/stock.slang
# filter_linear12 = "false"
# wrap_mode12 = "clamp_to_border"
# mipmap_input12 = "false"
# float_framebuffer12 = "false"
# srgb_framebuffer12 = "true"
alias12 = XbrSource
shader13 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass0.slang
filter_linear13 = "false"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
float_framebuffer13 = "false"
srgb_framebuffer13 = "true"
shader14 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass1.slang
filter_linear14 = "false"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "false"
srgb_framebuffer14 = "true"
scale_type_x14 = "source"
scale_x14 = "2.000000"
scale_type_y14 = "source"
scale_y14 = "2.000000"
shader15 = ../../../shaders/hyllian/crt-super-xbr/super-xbr-pass2.slang
filter_linear15 = "false"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = ""
float_framebuffer15 = "false"
srgb_framebuffer15 = "true"
scale_type_x15 = "source"
scale_x15 = "1.000000"
scale_type_y15 = "source"
scale_y15 = "1.000000"
shader16 = ../../../shaders/hyllian/crt-super-xbr/custom-bicubic-x.slang
filter_linear16 = "false"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "true"
scale_type_x16 = "source"
scale_x16 = "1.000000"
scale_type_y16 = "source"
scale_y16 = "1.000000"
shader17 = ../../../shaders/hyllian/crt-super-xbr/custom-bicubic-y.slang
filter_linear17 = false
scale_type_x17 = source
scale_x17 = 1
scale_type_y17 = source
scale_y17 = 0.5
wrap_mode17 = "clamp_to_edge"
shader18 = ../../../shaders/base/stock.slang
filter_linear18 = true
scale_type18 = source
scale_x18 = 1.0
scale_y18 = 1.0
alias18 = "PrePass"
mipmap_input18 = true
shader19 = ../../../shaders/guest/hsm-avg-lum.slang
filter_linear19 = true
scale_type19 = source
scale19 = 1.0
mipmap_input19 = true
alias19 = "AvgLumPass"
# Pass referenced by subsequent blurring passes and crt pass
shader20 = ../../../shaders/guest/hsm-interlace-and-linearize.slang
filter_linear20 = true
scale_type20 = source
scale20 = 1.0
float_framebuffer20 = true
alias20 = "LinearizePass"
shader21 = ../../../shaders/guest/hsm-gaussian_horizontal.slang
filter_linear21 = true
scale_type_x21 = absolute
scale_x21 = 800.0
scale_type_y21 = source
scale_y21 = 1.0
float_framebuffer21 = true
shader22 = ../../../shaders/guest/hsm-gaussian_vertical.slang
filter_linear22 = true
scale_type_x22 = absolute
scale_x22 = 800.0
scale_type_y22 = absolute
scale_y22 = 600.0
float_framebuffer22 = true
alias22 = GlowPass
shader23 = ../../../shaders/guest/hsm-bloom_horizontal.slang
filter_linear23 = true
scale_type_x23 = absolute
scale_x23 = 800.0
scale_type_y23 = absolute
scale_y23 = 600.0
float_framebuffer23 = true
shader24 = ../../../shaders/guest/hsm-bloom_vertical.slang
filter_linear24 = true
scale_type_x24 = source
scale_x24 = 1.0
scale_type_y24 = source
scale_y24 = 1.0
float_framebuffer24 = true
alias24 = BloomPass
shader25 = ../../../shaders/guest/hsm-crt-guest-advanced.slang
filter_linear25 = true
scale_type25 = viewport
scale_x25 = 1.0
scale_y25 = 1.0
float_framebuffer25 = true
shader26 = ../../../shaders/guest/hsm-deconvergence.slang
filter_linear26 = true
scale_type26 = viewport
scale_x26 = 1.0
scale_y26 = 1.0
float_framebuffer26 = true
alias26 = "CRTPass"
shader27 = ../../../shaders/base/post-crt-prep-image-layers.slang
mipmap_input27 = true
scale_type27 = viewport
float_framebuffer27 = true
alias27 = "PostCRTPass"
# Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
shader28 = ../../../shaders/base/bezel-images-under-crt.slang
filter_linear28 = true
scale_type28 = viewport
float_framebuffer28 = true
alias28 = "BR_LayersUnderCRTPass"
shader29 = ../../../shaders/base/bezel-images-over-crt.slang
filter_linear29 = true
scale_type29 = viewport
float_framebuffer29 = true
alias29 = "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
shader30 = ../../../shaders/base/linearize-crt.slang
mipmap_input30 = true
filter_linear30 = true
scale_type30 = absolute
# scale_x30 = 480
# scale_y30 = 270
# scale_x30 = 960
# scale_y30 = 540
scale_x30 = 800
scale_y30 = 600
float_framebuffer30 = true
alias30 = "BR_MirrorLowResPass"
# Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
shader31 = ../../../shaders/base/blur-outside-screen-horiz.slang
mipmap_input31 = true
filter_linear31 = true
float_framebuffer31 = true
# Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
shader32 = ../../../shaders/base/blur-outside-screen-vert.slang
filter_linear32 = true
float_framebuffer32 = true
alias32 = "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
shader33 = ../../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input33 = true
filter_linear33 = true
scale_type33 = absolute
scale_x33 = 128
scale_y33 = 128
float_framebuffer33 = true
alias33 = "BR_MirrorReflectionDiffusedPass"
# Add Diffused glow all around the screen ----------------------------------------------------------------
# Blurred so much that it's non directional
# Mipmap option allows downscaling without artifacts
shader34 = ../../../../../blurs/shaders/royale/blur9x9.slang
mipmap_input34 = true
filter_linear34 = true
scale_type34 = absolute
scale_x34 = 12
scale_y34 = 12
float_framebuffer34 = true
alias34 = "BR_MirrorFullscreenGlowPass"
# Bezel Reflection ----------------------------------------------------------------
shader35 = ../../../shaders/base/reflection.slang
scale_type35 = viewport
alias35 = "ReflectionPass"
# Combine Passes ----------------------------------------------------------------
shader36 = ../../../shaders/base/combine-passes.slang
scale_type36 = viewport
alias36 = "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
# 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