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https://github.com/libretro/slang-shaders.git
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* Update crt-royale-fast and several presets - Presets moved to new folder presets/crt-royale/fast. - New presets for 1080p and 4k. - Slotmask updated. * Update crt-royale-fast presets - Now all presets are full-fat. - Moved crt-royale-fast-ntsc-composite.slangp ro presets folder. * Final update to crt-royale-fast presets Added specifica genesis-rainbow-effect preset. It's only useful for a bunch of games. Standard genesis preset is better for most games.
131 lines
4.8 KiB
Text
131 lines
4.8 KiB
Text
# NTSC version
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shaders = "12"
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textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
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mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
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mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
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mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
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mask_grille_texture_small_wrap_mode = "repeat"
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mask_slot_texture_small_wrap_mode = "repeat"
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mask_shadow_texture_small_wrap_mode = "repeat"
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mask_grille_texture_small_linear = "true"
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mask_slot_texture_small_linear = "true"
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mask_shadow_texture_small_linear = "true"
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mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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shader0 = ../../stock.slang
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alias0 = PrePass0
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shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
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alias1 = NPass1
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scale_type_x1 = source
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scale_type_y1 = source
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scale_x1 = 4.0
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scale_y1 = 1.0
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float_framebuffer1 = true
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filter_linear1 = false
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shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
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filter_linear2 = true
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float_framebuffer2 = true
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scale_type2 = source
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scale_x2 = 0.5
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scale_y2 = 1.0
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shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
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filter_linear3 = true
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scale_type3 = source
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scale_x3 = 1.0
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scale_y3 = 1.0
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# Linearize the input based on CRT gamma and bob interlaced fields.
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# (Bobbing ensures we can immediately blur without getting artifacts.)
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shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
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alias4 = "ORIG_LINEARIZED"
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filter_linear4 = "false"
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scale_type4 = "source"
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scale4 = "1.0"
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srgb_framebuffer4 = "true"
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# Resample interlaced (and misconverged) scanlines vertically.
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# Separating vertical/horizontal scanline sampling is faster: It lets us
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# consider more scanlines while calculating weights for fewer pixels, and
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# it reduces our samples from vertical*horizontal to vertical+horizontal.
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# This has to come right after ORIG_LINEARIZED, because there's no
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# "original_source" scale_type we can use later.
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shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
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alias5 = "VERTICAL_SCANLINES"
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filter_linear5 = "true"
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scale_type_x5 = "source"
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scale_x5 = "1.0"
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scale_type_y5 = "viewport"
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scale_y5 = "1.0"
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srgb_framebuffer5 = "true"
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shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
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filter_linear6 = "true"
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scale_type_x6 = "absolute"
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scale_x6 = "64"
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scale_type_y6 = "viewport"
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scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
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#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
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# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
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shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
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alias7 = "MASK_RESIZE"
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filter_linear7 = "false"
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scale_type_x7 = "viewport"
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scale_x7 = "0.0625"
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scale_type_y7 = "source"
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scale_y7 = "1.0"
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#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
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# Resample (misconverged) scanlines horizontally, apply halation, and
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# apply the phosphor mask.
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shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
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alias8 = "MASKED_SCANLINES"
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filter_linear8 = "true" # This could just as easily be nearest neighbor.
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scale_type8 = "viewport"
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scale8 = "1.0"
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srgb_framebuffer8 = "true"
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# Compute a brightpass. This will require reading the final mask.
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shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
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alias9 = "BRIGHTPASS"
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filter_linear9 = "true" # This could just as easily be nearest neighbor.
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scale_type9 = "viewport"
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scale9 = "1.0"
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srgb_framebuffer9 = "true"
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# Blur the brightpass vertically
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shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
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filter_linear10 = "true" # This could just as easily be nearest neighbor.
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scale_type10 = "source"
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scale10 = "1.0"
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srgb_framebuffer10 = "true"
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# Blur the brightpass horizontally and combine it with the dimpass:
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shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
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filter_linear11 = "true"
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scale_type11 = "source"
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scale11 = "1.0"
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srgb_framebuffer11 = "true"
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wrap_mode11 = "clamp_to_edge"
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ntsc_cscale = "4.000000"
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ntsc_cscale1 = "2.250000"
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beam_horiz_filter = "3.000000"
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mask_type = "0.000000"
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mask_triad_size_desired = "3.000000"
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cust_artifacting = "0.500000"
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cust_fringing = "0.500000"
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ntsc_taps = "24.000000"
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ntsc_sharp = "3.500000"
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ntsc_shape = "0.750000"
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