add some presets and touch up some settings

This commit is contained in:
hunterk 2017-06-01 16:25:31 -05:00
parent 34848b7b8b
commit 6cf4905770
5 changed files with 102 additions and 25 deletions

View File

@ -153,7 +153,7 @@ half4 SampleCRT(sampler2D shadowMaskSampler, sampler2D compFrameSampler, half2 u
// ScaledUV *= UVScalar;
// ScaledUV += UVOffset;
half2 scanuv = fract(uv / CRTMask_Scale * 10.0);
half2 scanuv = fract(uv / CRTMask_Scale * 100.0);
vec4 phosphor_grid;
half3 scantex = tex2D(shadowMaskSampler, scanuv).rgb;

View File

@ -1,19 +1,23 @@
shaders = 3
shaders = 4
shader0 = shaders/artifact-colors/artifact-colors0.glsl
scale0 = 1.0
scale_type0 = source
filter_linear0 = false
alias0 = Pass1
shader0 = ../stock.glsl
scale_x0 = "640.0"
scale_type_x0 = absolute
shader1 = shaders/artifact-colors/artifact-colors1.glsl
shader1 = shaders/artifact-colors/artifact-colors0.glsl
scale1 = 1.0
scale_type1 = source
filter_linear1 = false
alias1 = Pass2
float_framebuffer1 = true
alias1 = Pass1
shader2 = shaders/artifact-colors/artifact-colors2.glsl
shader2 = shaders/artifact-colors/artifact-colors1.glsl
scale2 = 1.0
scale_type2 = source
filter_linear2 = false
alias2 = Pass2
float_framebuffer2 = true
shader3 = shaders/artifact-colors/artifact-colors2.glsl
scale3 = 1.0
scale_type3 = source
filter_linear3 = false

View File

@ -108,6 +108,8 @@ uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D OrigTexture;
#define Original OrigTexture
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
@ -216,7 +218,7 @@ void main()
FragColor = vec4(color, 0.);
#elif(VIEW_MODE == RGB)
FragColor = texture(Original, uv / SourceSize.xy);
FragColor = texture(Original, vTexCoord.xy);
#elif(VIEW_MODE == LUMA)
FragColor = vec4(luma);
@ -228,9 +230,9 @@ void main()
FragColor = 0.5 * texture(Pass2, uv / SourceSize.xy).rrrr+0.25;
#elif(VIEW_MODE == SPLIT)
if(uv.x < SourceSize.x/2.0)
if(vTexCoord.x < 0.30)
{
FragColor = texture(Original, uv / SourceSize.xy);
FragColor = texture(Original, vTexCoord.xy);
}
else
{

View File

@ -1,20 +1,25 @@
shaders = 4
shaders = 5
shader0 = ../ntsc/shaders/artifact-colors/artifact-colors0.glsl
scale0 = 1.0
scale_type0 = source
filter_linear0 = false
alias0 = Pass1
shader0 = ../stock.glsl
scale_x0 = "640.0"
scale_type_x0 = absolute
shader1 = ../ntsc/shaders/artifact-colors/artifact-colors1.glsl
shader1 = ../ntsc/shaders/artifact-colors/artifact-colors0.glsl
scale1 = 1.0
scale_type1 = source
filter_linear1 = false
alias1 = Pass2
alias1 = Pass1
shader2 = ../ntsc/shaders/artifact-colors/artifact-colors2.glsl
shader2 = ../ntsc/shaders/artifact-colors/artifact-colors1.glsl
scale2 = 1.0
scale_type2 = source
filter_linear2 = false
alias2 = Pass2
float_framebuffer2 = true
shader3 = ../crt/shaders/crt-lottes.glsl
shader3 = ../ntsc/shaders/artifact-colors/artifact-colors2.glsl
scale3 = 1.0
scale_type3 = source
filter_linear3 = false
shader4 = ../crt/shaders/crt-lottes.glsl

View File

@ -0,0 +1,66 @@
shaders = "5"
shader0 = "../crt/shaders/crtsim/composite.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = ../misc/image-adjustment.glsl
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "CRTPASS"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
shader2 = "../crt/shaders/crtsim/post-downsample.glsl"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
shader3 = "../crt/shaders/crtsim/post-upsample.glsl"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "../crt/shaders/crtsim/present.glsl"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
parameters = "GRAIN_STR;Tuning_Sharp;Tuning_Persistence_R;Tuning_Persistence_G;Tuning_Persistence_B;Tuning_Bleed;Tuning_Artifacts;NTSCLerp;NTSCArtifactScale;animate_artifacts;CRTMask_Scale;Tuning_Satur;Tuning_Mask_Brightness;Tuning_Mask_Opacity;bloom_scale_down;bloom_scale_up;BloomPower;BloomScalar;Tuning_Overscan;Tuning_Barrel;mask_toggle"
Tuning_Sharp = "0.200000"
Tuning_Persistence_R = "0.075000"
Tuning_Persistence_G = "0.060000"
Tuning_Persistence_B = "0.060000"
Tuning_Bleed = "1.00000"
Tuning_Artifacts = "0.700000"
NTSCLerp = "1.000000"
NTSCArtifactScale = "255.000000"
animate_artifacts = "1.000000"
CRTMask_Scale = "0.02"
Tuning_Satur = "0.900000"
Tuning_Mask_Brightness = "0.600000"
Tuning_Mask_Opacity = "0.500000"
bloom_scale_down = "0.015000"
bloom_scale_up = "0.020000"
BloomPower = "1.000000"
BloomScalar = "0.100000"
Tuning_Overscan = "0.950000"
Tuning_Barrel = "0.250000"
mask_toggle = "1.000000"
GRAIN_STR = 3.0
textures = "NTSCArtifactSampler;shadowMaskSampler"
NTSCArtifactSampler = "../crt/shaders/crtsim/artifacts.png"
NTSCArtifactSampler_linear = "true"
NTSCArtifactSampler_wrap_mode = "clamp_to_border"
NTSCArtifactSampler_mipmap = "false"
shadowMaskSampler = "../crt/shaders/crtsim/mask.png"
shadowMaskSampler_linear = "true"
shadowMaskSampler_wrap_mode = "clamp_to_border"
shadowMaskSampler_mipmap = "false"