mirror of
https://github.com/libretro/glsl-shaders.git
synced 2026-11-07 10:36:01 -10:00
overhaul blurs directory (#210)
* overhaul blurs directory * fix paths broken by blurs overhaul
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@@ -1,33 +1,33 @@
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shaders = 7
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shader0 = kawase/linearize.glsl
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shader0 = shaders/kawase/linearize.glsl
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srgb_framebuffer0 = true
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scale_type0 = source
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shader1 = kawase/kawase0.glsl
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shader1 = shaders/kawase/kawase0.glsl
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filter_linear1 = true
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srgb_framebuffer1 = true
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scale_type1 = source
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shader2 = kawase/kawase1.glsl
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shader2 = shaders/kawase/kawase1.glsl
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filter_linear2 = true
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srgb_framebuffer2 = true
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scale_type2 = source
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shader3 = kawase/kawase1.glsl
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shader3 = shaders/kawase/kawase1.glsl
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filter_linear3 = true
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srgb_framebuffer3 = true
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scale_type3 = source
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shader4 = kawase/kawase2.glsl
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shader4 = shaders/kawase/kawase2.glsl
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filter_linear4 = true
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srgb_framebuffer4 = true
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scale_type4 = source
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shader5 = kawase/kawase3.glsl
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shader5 = shaders/kawase/kawase3.glsl
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filter_linear5 = true
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srgb_framebuffer5 = true
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scale_type5 = source
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shader6 = kawase/delinearize.glsl
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filter_linear6 = true
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shader6 = shaders/kawase/delinearize.glsl
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filter_linear6 = true
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@@ -1,53 +1,53 @@
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shaders = 11
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shader0 = kawase/linearize.glsl
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shader0 = shaders/kawase/linearize.glsl
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srgb_framebuffer0 = true
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scale_type0 = source
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shader1 = kawase/kawase0.glsl
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shader1 = shaders/kawase/kawase0.glsl
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filter_linear1 = true
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srgb_framebuffer1 = true
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scale_type1 = source
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shader2 = kawase/kawase1.glsl
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shader2 = shaders/kawase/kawase1.glsl
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filter_linear2 = true
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srgb_framebuffer2 = true
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scale_type2 = source
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shader3 = kawase/kawase2.glsl
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shader3 = shaders/kawase/kawase2.glsl
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filter_linear3 = true
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srgb_framebuffer3 = true
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scale_type3 = source
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shader4 = kawase/kawase3.glsl
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shader4 = shaders/kawase/kawase3.glsl
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filter_linear4 = true
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srgb_framebuffer4 = true
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scale_type4 = source
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shader5 = kawase/kawase4.glsl
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shader5 = shaders/kawase/kawase4.glsl
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filter_linear5 = true
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srgb_framebuffer5 = true
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scale_type5 = source
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shader6 = kawase/kawase4.glsl
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shader6 = shaders/kawase/kawase4.glsl
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filter_linear6 = true
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srgb_framebuffer6 = true
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scale_type6 = source
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shader7 = kawase/kawase5.glsl
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shader7 = shaders/kawase/kawase5.glsl
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filter_linear7 = true
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srgb_framebuffer7 = true
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scale_type7 = source
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shader8 = kawase/kawase6.glsl
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shader8 = shaders/kawase/kawase6.glsl
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filter_linear8 = true
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srgb_framebuffer8 = true
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scale_type8 = source
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shader9 = kawase/kawase7.glsl
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shader9 = shaders/kawase/kawase7.glsl
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filter_linear9 = true
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srgb_framebuffer9 = true
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scale_type9 = source
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shader10 = kawase/delinearize.glsl
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filter_linear10 = true
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shader10 = shaders/kawase/delinearize.glsl
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filter_linear10 = true
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@@ -1,35 +1,35 @@
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shaders = 8
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shader0 = kawase/linearize.glsl
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shader0 = shaders/kawase/linearize.glsl
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srgb_framebuffer0 = true
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scale_type0 = source
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shader1 = kawase/kawase0.glsl
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shader1 = shaders/kawase/kawase0.glsl
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filter_linear1 = true
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srgb_framebuffer1 = true
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scale_type1 = source
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shader2 = kawase/kawase1.glsl
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shader2 = shaders/kawase/kawase1.glsl
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filter_linear2 = true
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srgb_framebuffer2 = true
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scale_type2 = source
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shader3 = kawase/kawase1.glsl
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shader3 = shaders/kawase/kawase1.glsl
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filter_linear3 = true
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srgb_framebuffer3 = true
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scale_type3 = source
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shader4 = kawase/kawase2.glsl
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shader4 = shaders/kawase/kawase2.glsl
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filter_linear4 = true
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srgb_framebuffer4 = true
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scale_type4 = source
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shader5 = kawase/kawase3.glsl
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shader5 = shaders/kawase/kawase3.glsl
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filter_linear5 = true
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srgb_framebuffer5 = true
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scale_type5 = source
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shader7 = kawase/screen_combine.glsl
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shader7 = shaders/kawase/screen_combine.glsl
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shader6 = kawase/delinearize.glsl
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filter_linear6 = true
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shader6 = shaders/kawase/delinearize.glsl
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filter_linear6 = true
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@@ -3,36 +3,36 @@ shaders = 9
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shader0 = ../stock.glsl
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alias0 = Reference
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shader1 = ../blurs/kawase/linearize.glsl
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shader1 = ../blurs/shaders/kawase/linearize.glsl
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srgb_framebuffer1 = true
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scale_type1 = source
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shader2 = ../blurs/kawase/kawase0.glsl
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shader2 = ../blurs/shaders/kawase/kawase0.glsl
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filter_linear2 = true
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srgb_framebuffer2 = true
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scale_type2 = source
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shader3 = ../blurs/kawase/kawase1.glsl
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shader3 = ../blurs/shaders/kawase/kawase1.glsl
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filter_linear3 = true
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srgb_framebuffer3 = true
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scale_type3 = source
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shader4 = ../blurs/kawase/kawase1.glsl
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shader4 = ../blurs/shaders/kawase/kawase1.glsl
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filter_linear4 = true
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srgb_framebuffer4 = true
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scale_type4 = source
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shader5 = ../blurs/kawase/kawase2.glsl
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shader5 = ../blurs/shaders/kawase/kawase2.glsl
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filter_linear5 = true
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srgb_framebuffer5 = true
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scale_type5 = source
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shader6 = ../blurs/kawase/kawase3.glsl
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shader6 = ../blurs/shaders/kawase/kawase3.glsl
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filter_linear6 = true
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srgb_framebuffer6 = true
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scale_type6 = source
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shader7 = ../blurs/kawase/delinearize.glsl
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shader7 = ../blurs/shaders/kawase/delinearize.glsl
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filter_linear7 = true
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shader8 = resources/bigblur.glsl
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@@ -107,7 +107,7 @@ srgb_framebuffer3 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader4 = "../../blurs/blur9fast-vertical.glsl"
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shader4 = "../../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear4 = "true"
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scale_type4 = "source"
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scale4 = "1.0"
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@@ -115,7 +115,7 @@ srgb_framebuffer4 = "true"
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# Pass5: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader5 = "../../blurs/blur9fast-horizontal.glsl"
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shader5 = "../../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias5 = "HALATION_BLUR"
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filter_linear5 = "true"
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scale_type5 = "source"
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@@ -107,7 +107,7 @@ srgb_framebuffer3 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader4 = "../../blurs/blur9fast-vertical.glsl"
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shader4 = "../../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear4 = "true"
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scale_type4 = "source"
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scale4 = "1.0"
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@@ -115,7 +115,7 @@ srgb_framebuffer4 = "true"
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# Pass5: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader5 = "../../blurs/blur9fast-horizontal.glsl"
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shader5 = "../../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias5 = "HALATION_BLUR"
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filter_linear5 = "true"
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scale_type5 = "source"
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@@ -98,7 +98,7 @@ srgb_framebuffer2 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader3 = "../blurs/blur9fast-vertical.glsl"
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shader3 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear3 = "true"
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scale_type3 = "source"
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scale3 = "1.0"
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@@ -106,7 +106,7 @@ srgb_framebuffer3 = "true"
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# Pass4: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader4 = "../blurs/blur9fast-horizontal.glsl"
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shader4 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias4 = "HALATION_BLUR"
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filter_linear4 = "true"
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scale_type4 = "source"
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@@ -98,7 +98,7 @@ srgb_framebuffer2 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader3 = "../blurs/blur9fast-vertical.glsl"
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shader3 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear3 = "true"
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scale_type3 = "source"
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scale3 = "1.0"
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@@ -106,7 +106,7 @@ srgb_framebuffer3 = "true"
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# Pass4: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader4 = "../blurs/blur9fast-horizontal.glsl"
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shader4 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias4 = "HALATION_BLUR"
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filter_linear4 = "true"
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scale_type4 = "source"
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@@ -116,7 +116,7 @@ srgb_framebuffer4 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader5 = "../blurs/blur9fast-vertical.glsl"
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shader5 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear5 = "true"
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scale_type5 = "source"
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scale5 = "1.0"
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@@ -124,7 +124,7 @@ srgb_framebuffer5 = "true"
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# Pass6: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader6 = "../blurs/blur9fast-horizontal.glsl"
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shader6 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias6 = "HALATION_BLUR"
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filter_linear6 = "true"
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scale_type6 = "source"
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@@ -116,7 +116,7 @@ srgb_framebuffer4 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader5 = "../blurs/blur9fast-vertical.glsl"
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shader5 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear5 = "true"
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scale_type5 = "source"
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scale5 = "1.0"
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@@ -124,7 +124,7 @@ srgb_framebuffer5 = "true"
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# Pass6: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader6 = "../blurs/blur9fast-horizontal.glsl"
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shader6 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias6 = "HALATION_BLUR"
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filter_linear6 = "true"
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scale_type6 = "source"
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@@ -116,7 +116,7 @@ srgb_framebuffer4 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader5 = "../blurs/blur9fast-vertical.glsl"
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shader5 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear5 = "true"
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scale_type5 = "source"
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scale5 = "1.0"
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@@ -124,7 +124,7 @@ srgb_framebuffer5 = "true"
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# Pass6: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader6 = "../blurs/blur9fast-horizontal.glsl"
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shader6 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias6 = "HALATION_BLUR"
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filter_linear6 = "true"
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scale_type6 = "source"
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@@ -116,7 +116,7 @@ srgb_framebuffer4 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader5 = "../blurs/blur9fast-vertical.glsl"
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shader5 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear5 = "true"
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scale_type5 = "source"
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scale5 = "1.0"
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@@ -124,7 +124,7 @@ srgb_framebuffer5 = "true"
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# Pass6: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader6 = "../blurs/blur9fast-horizontal.glsl"
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shader6 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias6 = "HALATION_BLUR"
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filter_linear6 = "true"
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scale_type6 = "source"
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@@ -112,7 +112,7 @@ srgb_framebuffer3 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader4 = "../blurs/blur9fast-vertical.glsl"
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shader4 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear4 = "true"
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scale_type4 = "source"
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scale4 = "1.0"
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@@ -120,7 +120,7 @@ srgb_framebuffer4 = "true"
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# Pass5: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader5 = "../blurs/blur9fast-horizontal.glsl"
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shader5 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias5 = "HALATION_BLUR"
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filter_linear5 = "true"
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scale_type5 = "source"
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@@ -97,7 +97,7 @@ srgb_framebuffer2 = "true"
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader3 = "../blurs/blur9fast-vertical.glsl"
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shader3 = "../blurs/shaders/royale/blur9fast-vertical.glsl"
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filter_linear3 = "true"
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scale_type3 = "source"
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scale3 = "1.0"
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@@ -105,7 +105,7 @@ srgb_framebuffer3 = "true"
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# Pass4: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader4 = "../blurs/blur9fast-horizontal.glsl"
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shader4 = "../blurs/shaders/royale/blur9fast-horizontal.glsl"
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alias4 = "HALATION_BLUR"
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filter_linear4 = "true"
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scale_type4 = "source"
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@@ -7,14 +7,14 @@ scale_type0 = source
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srgb_framebuffer0 = true
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filter_linear0 = false
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shader1 = ../blurs/blur-gauss-v.glsl
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shader1 = ../blurs/shaders/blur-gauss-v.glsl
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scale_type1 = source
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scale1 = 1.0
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srgb_framebuffer1 = true
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filter_linear1 = true
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alias1 = blurPassV
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||||
|
||||
shader2 = ../blurs/blur-gauss-h.glsl
|
||||
shader2 = ../blurs/shaders/blur-gauss-h.glsl
|
||||
alias2 = blurPass
|
||||
filter_linear2 = true
|
||||
scale2 = 1.0
|
||||
|
||||
@@ -4,45 +4,45 @@ shader0 = ../../ntsc/shaders/ntsc-pass1-composite-3phase.glsl
|
||||
shader1 = ../../ntsc/shaders/ntsc-pass2-3phase.glsl
|
||||
shader2 = ../../ntsc/shaders/ntsc-gauss-pass.glsl
|
||||
|
||||
shader3 = ../../blurs/kawase/linearize.glsl
|
||||
shader3 = ../../blurs/shaders/kawase/linearize.glsl
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
|
||||
shader4 = ../../blurs/kawase/kawase0.glsl
|
||||
shader4 = ../../blurs/shaders/kawase/kawase0.glsl
|
||||
filter_linear4 = true
|
||||
srgb_framebuffer4 = true
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
||||
shader5 = ../../blurs/kawase/kawase1.glsl
|
||||
shader5 = ../../blurs/shaders/kawase/kawase1.glsl
|
||||
filter_linear5 = true
|
||||
srgb_framebuffer5 = true
|
||||
scale_type5 = source
|
||||
scale5 = 1.0
|
||||
|
||||
shader6 = ../../blurs/kawase/kawase1.glsl
|
||||
shader6 = ../../blurs/shaders/kawase/kawase1.glsl
|
||||
filter_linear6 = true
|
||||
srgb_framebuffer6 = true
|
||||
scale_type6 = source
|
||||
scale6 = 1.0
|
||||
|
||||
shader7 = ../../blurs/kawase/kawase2.glsl
|
||||
shader7 = ../../blurs/shaders/kawase/kawase2.glsl
|
||||
filter_linear7 = true
|
||||
srgb_framebuffer7 = true
|
||||
scale_type7 = source
|
||||
scale7 = 1.0
|
||||
|
||||
shader8 = ../../blurs/kawase/kawase3.glsl
|
||||
shader8 = ../../blurs/shaders/kawase/kawase3.glsl
|
||||
filter_linear8 = true
|
||||
srgb_framebuffer8 = true
|
||||
scale_type8 = source
|
||||
scale8 = 1.0
|
||||
|
||||
shader9 = ../../blurs/kawase/delinearize.glsl
|
||||
shader9 = ../../blurs/shaders/kawase/delinearize.glsl
|
||||
filter_linear9 = true
|
||||
|
||||
shader10 = ../../blurs/kawase/screen_combine.glsl
|
||||
shader10 = ../../blurs/shaders/kawase/screen_combine.glsl
|
||||
|
||||
shader11 = ../../reshade/shaders/blendoverlay/blendoverlay.glsl
|
||||
filter_linear11 = false
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
shaders = 13
|
||||
|
||||
shader0 = ../../blurs/kawase/linearize.glsl
|
||||
shader1 = ../../blurs/kawase/kawase0.glsl
|
||||
shader2 = ../../blurs/kawase/kawase1.glsl
|
||||
shader3 = ../../blurs/kawase/kawase1.glsl
|
||||
shader4 = ../../blurs/kawase/kawase2.glsl
|
||||
shader5 = ../../blurs/kawase/kawase3.glsl
|
||||
shader6 = ../../blurs/kawase/delinearize.glsl
|
||||
shader7 = ../../blurs/kawase/screen_combine.glsl
|
||||
shader0 = ../../blurs/shaders/kawase/linearize.glsl
|
||||
shader1 = ../../blurs/shaders/kawase/kawase0.glsl
|
||||
shader2 = ../../blurs/shaders/kawase/kawase1.glsl
|
||||
shader3 = ../../blurs/shaders/kawase/kawase1.glsl
|
||||
shader4 = ../../blurs/shaders/kawase/kawase2.glsl
|
||||
shader5 = ../../blurs/shaders/kawase/kawase3.glsl
|
||||
shader6 = ../../blurs/shaders/kawase/delinearize.glsl
|
||||
shader7 = ../../blurs/shaders/kawase/screen_combine.glsl
|
||||
shader8 = ../../ntsc/shaders/ntsc-pass1-composite-3phase.glsl
|
||||
shader9 = ../../ntsc/shaders/ntsc-pass2-3phase.glsl
|
||||
shader10 = ../../ntsc/shaders/ntsc-gauss-pass.glsl
|
||||
|
||||
@@ -10,7 +10,7 @@ scale_type_x0 = "source"
|
||||
scale_x0 = "2.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "2.000000"
|
||||
shader1 = "../blurs/smart-blur.glsl"
|
||||
shader1 = "../blurs/shaders/smart-blur.glsl"
|
||||
filter_linear1 = "false"
|
||||
wrap_mode1 = "clamp_to_border"
|
||||
mipmap_input1 = "false"
|
||||
|
||||
@@ -105,7 +105,7 @@ srgb_framebuffer3 = "true"
|
||||
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
||||
# a constant portion of the screen is probably physically correct if the
|
||||
# viewport resolution is proportional to the simulated CRT size.
|
||||
shader4 = "../blurs/blur5fast-vertical.glsl"
|
||||
shader4 = "../blurs/shaders/royale/blur5fast-vertical.glsl"
|
||||
filter_linear4 = "true"
|
||||
scale_type4 = "source"
|
||||
scale4 = "1.0"
|
||||
@@ -113,7 +113,7 @@ srgb_framebuffer4 = "true"
|
||||
|
||||
# Pass5: Horizontally blur the input for halation and refractive diffusion.
|
||||
# Note: Using a one-pass 9x10 blur is about 1% slower.
|
||||
shader5 = "../blurs/blur5fast-horizontal.glsl"
|
||||
shader5 = "../blurs/shaders/royale/blur5fast-horizontal.glsl"
|
||||
alias5 = "HALATION_BLUR"
|
||||
filter_linear5 = "true"
|
||||
scale_type5 = "source"
|
||||
|
||||
@@ -101,7 +101,7 @@ srgb_framebuffer3 = "true"
|
||||
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
||||
# a constant portion of the screen is probably physically correct if the
|
||||
# viewport resolution is proportional to the simulated CRT size.
|
||||
shader4 = "../blurs/blur5fast-vertical.glsl"
|
||||
shader4 = "../blurs/shaders/royale/blur5fast-vertical.glsl"
|
||||
filter_linear4 = "true"
|
||||
scale_type4 = "source"
|
||||
scale4 = "1.0"
|
||||
@@ -109,7 +109,7 @@ srgb_framebuffer4 = "true"
|
||||
|
||||
# Pass4: Horizontally blur the input for halation and refractive diffusion.
|
||||
# Note: Using a one-pass 9x10 blur is about 1% slower.
|
||||
shader5 = "../blurs/blur5fast-horizontal.glsl"
|
||||
shader5 = "../blurs/shaders/royale/blur5fast-horizontal.glsl"
|
||||
alias5 = "HALATION_BLUR"
|
||||
filter_linear5 = "true"
|
||||
scale_type5 = "source"
|
||||
|
||||
@@ -1,38 +1,38 @@
|
||||
shaders = 9
|
||||
|
||||
shader0 = ../blurs/kawase/linearize.glsl
|
||||
shader0 = ../blurs/shaders/kawase/linearize.glsl
|
||||
srgb_framebuffer0 = true
|
||||
scale_type0 = source
|
||||
|
||||
shader1 = ../blurs/kawase/kawase0.glsl
|
||||
shader1 = ../blurs/shaders/kawase/kawase0.glsl
|
||||
filter_linear1 = true
|
||||
srgb_framebuffer1 = true
|
||||
scale_type1 = source
|
||||
|
||||
shader2 = ../blurs/kawase/kawase1.glsl
|
||||
shader2 = ../blurs/shaders/kawase/kawase1.glsl
|
||||
filter_linear2 = true
|
||||
srgb_framebuffer2 = true
|
||||
scale_type2 = source
|
||||
|
||||
shader3 = ../blurs/kawase/kawase1.glsl
|
||||
shader3 = ../blurs/shaders/kawase/kawase1.glsl
|
||||
filter_linear3 = true
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
|
||||
shader4 = ../blurs/kawase/kawase2.glsl
|
||||
shader4 = ../blurs/shaders/kawase/kawase2.glsl
|
||||
filter_linear4 = true
|
||||
srgb_framebuffer4 = true
|
||||
scale_type4 = source
|
||||
|
||||
shader5 = ../blurs/kawase/kawase3.glsl
|
||||
shader5 = ../blurs/shaders/kawase/kawase3.glsl
|
||||
filter_linear5 = true
|
||||
srgb_framebuffer5 = true
|
||||
scale_type5 = source
|
||||
|
||||
shader6 = ../blurs/kawase/delinearize.glsl
|
||||
shader6 = ../blurs/shaders/kawase/delinearize.glsl
|
||||
filter_linear6 = true
|
||||
|
||||
shader7 = ../blurs/kawase/screen_combine.glsl
|
||||
shader7 = ../blurs/shaders/kawase/screen_combine.glsl
|
||||
|
||||
shader8 = ../anti-aliasing/shaders/fxaa.glsl
|
||||
filter_linear8 = true
|
||||
@@ -32,7 +32,7 @@ filter_linear5 = false
|
||||
scale_type5 = source
|
||||
scale5 = 3.0
|
||||
|
||||
shader6 = ../blurs/sharpsmoother.glsl
|
||||
shader6 = ../blurs/shaders/sharpsmoother.glsl
|
||||
filter_linear6 = false
|
||||
scale_type6 = source
|
||||
scale6 = 1.0
|
||||
|
||||
Reference in new issue
Block a user