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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.
99 lines
4.2 KiB
Text
99 lines
4.2 KiB
Text
# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
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shaders = "8"
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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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# Pass0: 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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shader0 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
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alias0 = "ORIG_LINEARIZED"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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srgb_framebuffer0 = "true"
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# Pass1: Resample interlaced 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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shader1 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
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alias1 = "VERTICAL_SCANLINES"
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filter_linear1 = "true"
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scale_type_x1 = "source"
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scale_x1 = "1.0"
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scale_type_y1 = "viewport"
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scale_y1 = "1.0"
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srgb_framebuffer1 = "true"
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# Pass2: Resize the phosphor mask vertically.
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shader2 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
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filter_linear2 = "true"
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scale_type_x2 = "absolute"
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scale_x2 = "64"
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scale_type_y2 = "viewport"
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scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
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#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
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# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
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shader3 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
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alias3 = "MASK_RESIZE"
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filter_linear3 = "false"
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scale_type_x3 = "viewport"
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scale_x3 = "0.0625"
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scale_type_y3 = "source"
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scale_y3 = "1.0"
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#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
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# Pass4: Resample scanlines horizontally, apply the phosphor mask.
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shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
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alias4 = "MASKED_SCANLINES"
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filter_linear4 = "true" # This could just as easily be nearest neighbor.
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scale_type4 = "viewport"
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scale4 = "1.0"
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srgb_framebuffer4 = "true"
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# Pass5: Compute a brightpass. This will require reading the final mask.
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shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
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alias5 = "BRIGHTPASS"
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filter_linear5 = "true" # This could just as easily be nearest neighbor.
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scale_type5 = "viewport"
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scale5 = "1.0"
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srgb_framebuffer5 = "true"
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# Pass6: Blur the brightpass vertically
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shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
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filter_linear6 = "true" # This could just as easily be nearest neighbor.
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scale_type6 = "source"
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scale6 = "1.0"
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srgb_framebuffer6 = "true"
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# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
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shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
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filter_linear7 = "true"
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scale_type7 = "source"
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scale7 = "1.0"
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srgb_framebuffer7 = "true"
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wrap_mode7 = "clamp_to_edge"
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lcd_gamma = "2.400000"
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bloom_underestimate_levels = "1.000000"
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beam_min_sigma = "0.150000"
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beam_max_sigma = "0.270000"
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mask_type = "1.000000"
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mask_triad_size_desired = "3.000000"
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