Update crt-royale-fast and several presets (#638)

* 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.
This commit is contained in:
Hyllian 2024-09-21 11:22:38 -03:00 committed by GitHub
parent 33876b3578
commit 901441a496
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47 changed files with 4964 additions and 21 deletions

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@ -4,7 +4,7 @@ shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"

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@ -4,7 +4,7 @@ shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"

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@ -0,0 +1,133 @@
# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "4.000000"
cust_artifacting = "1.000000"
cust_fringing = "1.000000"
ntsc_rainbow1 = "1.000000"
ntsc_taps = "24.000000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"

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@ -0,0 +1,132 @@
# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "4.000000"
cust_artifacting = "1.000000"
cust_fringing = "1.000000"
ntsc_taps = "24.000000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"

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@ -0,0 +1,132 @@
# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "4.000000"
cust_artifacting = "0.500000"
cust_fringing = "0.000000"
ntsc_taps = "24.000000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"

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@ -0,0 +1,131 @@
# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "4.000000"
cust_artifacting = "0.500000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"

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

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "1.000000"
cust_fringing = "0.500000"
ntsc_rainbow1 = "1.000000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "4.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "1.000000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "4.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "0.500000"
cust_fringing = "0.000000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "4.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "0.500000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "4.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "4.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
mask_type = "0.000000"
mask_triad_size_desired = "4.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "4.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "1.000000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_rainbow1 = "1.000000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "3.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../../stock.slang
alias0 = PrePass0
shader1 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "1.000000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "3.000000"

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

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

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

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
mask_type = "0.000000"
mask_triad_size_desired = "3.000000"
beam_max_sigma = "0.200000"
beam_max_shape = "2.000000"
beam_horiz_filter = "2.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
beam_max_sigma = "0.200000"
beam_max_shape = "2.000000"
mask_type = "0.000000"
mask_triad_size_desired = "3.000000"
geom_curvature = "1.000000"
geom_R = "6.000000"
geom_d = "0.600000"
geom_invert_aspect = "1.000000"
geom_x_tilt = "0.500000"
geom_overscany = "75.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
mask_type = "0.000000"
mask_triad_size_desired = "3.000000"
beam_max_sigma = "0.200000"
beam_max_shape = "2.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "3.000000"
cust_artifacting = "1.000000"
cust_fringing = "1.000000"
ntsc_rainbow1 = "1.000000"
ntsc_taps = "24.000000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "3.000000"
cust_artifacting = "1.000000"
cust_fringing = "1.000000"
ntsc_taps = "24.000000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"

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

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

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

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "1.000000"
cust_fringing = "0.500000"
ntsc_rainbow1 = "1.000000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "3.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "1.000000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "3.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "0.500000"
cust_fringing = "0.000000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "3.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "0.500000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "3.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "3.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
mask_type = "0.000000"
mask_triad_size_desired = "3.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
lcd_gamma = "2.400000"
bloom_underestimate_levels = "1.000000"
beam_min_sigma = "0.150000"
beam_max_sigma = "0.270000"
mask_type = "1.000000"
mask_triad_size_desired = "3.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "1.000000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_rainbow1 = "1.000000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "1.000000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "0.500000"
cust_fringing = "0.000000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
cust_artifacting = "0.500000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"

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# NTSC version
shaders = "12"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
shader0 = ../../stock.slang
alias0 = PrePass0
shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Compute a brightpass. This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"
beam_max_sigma = "0.200000"
beam_max_shape = "2.000000"
beam_horiz_filter = "2.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
beam_max_sigma = "0.200000"
beam_max_shape = "2.000000"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"
geom_curvature = "1.000000"
geom_R = "6.000000"
geom_d = "0.600000"
geom_invert_aspect = "1.000000"
geom_x_tilt = "0.500000"
geom_overscany = "75.000000"

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# crt-royale-fast: a fast crt-royale adapted from original sources by Hyllian (2024).
shaders = "8"
textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader0 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias0 = "ORIG_LINEARIZED"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
srgb_framebuffer0 = "true"
# Pass1: Resample interlaced scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader1 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias1 = "VERTICAL_SCANLINES"
filter_linear1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.0"
scale_type_y1 = "viewport"
scale_y1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resize the phosphor mask vertically.
shader2 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear2 = "true"
scale_type_x2 = "absolute"
scale_x2 = "64"
scale_type_y2 = "viewport"
scale_y2 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer2 = "false" # mask_texture is already assumed linear
# Pass3: Resize the phosphor mask horizontally. scale_x3 = scale_y5.
shader3 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias3 = "MASK_RESIZE"
filter_linear3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "0.0625"
scale_type_y3 = "source"
scale_y3 = "1.0"
#srgb_framebuffer3 = "false" # mask_texture is already assumed linear
# Pass4: Resample scanlines horizontally, apply the phosphor mask.
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias4 = "MASKED_SCANLINES"
filter_linear4 = "true" # This could just as easily be nearest neighbor.
scale_type4 = "viewport"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Compute a brightpass. This will require reading the final mask.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias5 = "BRIGHTPASS"
filter_linear5 = "true" # This could just as easily be nearest neighbor.
scale_type5 = "viewport"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Blur the brightpass vertically
shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear6 = "true" # This could just as easily be nearest neighbor.
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Blur the brightpass horizontally and combine it with the dimpass:
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
wrap_mode7 = "clamp_to_edge"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"
beam_max_sigma = "0.200000"
beam_max_shape = "2.000000"

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#reference "../crt/crt-royale-fast.slangp"
mask_triad_size_desired = "1.000000"
beam_max_sigma = "0.200000"
beam_max_shape = "2.000000"
beam_horiz_filter = "2.000000"

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#reference "crt-royale-ntsc-composite-fast.slangp"
mask_triad_size_desired = "1.000000"

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#reference "../crt/crt-royale-fast.slangp"
mask_triad_size_desired = "1.000000"
geom_curvature = "1.000000"
geom_R = "6.000000"
geom_d = "0.600000"
geom_invert_aspect = "1.000000"
geom_x_tilt = "0.500000"
geom_overscany = "75.000000"

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#reference "../crt/crt-royale-fast.slangp"
mask_triad_size_desired = "1.000000"
beam_max_sigma = "0.200000"
beam_max_shape = "2.000000"