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Add crt-royale-ntsc-composite-fast preset (#620)
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presets/crt-royale-ntsc-composite-fast.slangp
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120
presets/crt-royale-ntsc-composite-fast.slangp
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# NTSC version
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shaders = "12"
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textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
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mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
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mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
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mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
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mask_grille_texture_small_wrap_mode = "repeat"
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mask_slot_texture_small_wrap_mode = "repeat"
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mask_shadow_texture_small_wrap_mode = "repeat"
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mask_grille_texture_small_linear = "true"
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mask_slot_texture_small_linear = "true"
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mask_shadow_texture_small_linear = "true"
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mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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shader0 = ../stock.slang
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alias0 = PrePass0
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shader1 = ../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
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alias1 = NPass1
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scale_type_x1 = source
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scale_type_y1 = source
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scale_x1 = 4.0
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scale_y1 = 1.0
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float_framebuffer1 = true
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filter_linear1 = false
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shader2 = ../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
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filter_linear2 = true
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float_framebuffer2 = true
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scale_type2 = source
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scale_x2 = 0.5
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scale_y2 = 1.0
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shader3 = ../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
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filter_linear3 = true
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scale_type3 = source
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scale_x3 = 1.0
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scale_y3 = 1.0
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# Linearize the input based on CRT gamma and bob interlaced fields.
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# (Bobbing ensures we can immediately blur without getting artifacts.)
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shader4 = "../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
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alias4 = "ORIG_LINEARIZED"
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filter_linear4 = "false"
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scale_type4 = "source"
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scale4 = "1.0"
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srgb_framebuffer4 = "true"
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# Resample interlaced (and misconverged) scanlines vertically.
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# Separating vertical/horizontal scanline sampling is faster: It lets us
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# consider more scanlines while calculating weights for fewer pixels, and
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# it reduces our samples from vertical*horizontal to vertical+horizontal.
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# This has to come right after ORIG_LINEARIZED, because there's no
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# "original_source" scale_type we can use later.
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shader5 = "../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
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alias5 = "VERTICAL_SCANLINES"
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filter_linear5 = "true"
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scale_type_x5 = "source"
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scale_x5 = "1.0"
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scale_type_y5 = "viewport"
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scale_y5 = "1.0"
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srgb_framebuffer5 = "true"
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shader6 = "../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
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filter_linear6 = "true"
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scale_type_x6 = "absolute"
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scale_x6 = "64"
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scale_type_y6 = "viewport"
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scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
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#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
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# Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
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shader7 = "../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
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alias7 = "MASK_RESIZE"
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filter_linear7 = "false"
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scale_type_x7 = "viewport"
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scale_x7 = "0.0625"
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scale_type_y7 = "source"
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scale_y7 = "1.0"
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#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
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# Resample (misconverged) scanlines horizontally, apply halation, and
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# apply the phosphor mask.
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shader8 = "../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
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alias8 = "MASKED_SCANLINES"
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filter_linear8 = "true" # This could just as easily be nearest neighbor.
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scale_type8 = "viewport"
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scale8 = "1.0"
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srgb_framebuffer8 = "true"
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# Compute a brightpass. This will require reading the final mask.
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shader9 = "../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
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alias9 = "BRIGHTPASS"
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filter_linear9 = "true" # This could just as easily be nearest neighbor.
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scale_type9 = "viewport"
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scale9 = "1.0"
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srgb_framebuffer9 = "true"
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# Blur the brightpass vertically
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shader10 = "../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
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filter_linear10 = "true" # This could just as easily be nearest neighbor.
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scale_type10 = "source"
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scale10 = "1.0"
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srgb_framebuffer10 = "true"
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# Blur the brightpass horizontally and combine it with the dimpass:
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shader11 = "../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
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filter_linear11 = "true"
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scale_type11 = "source"
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scale11 = "1.0"
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srgb_framebuffer11 = "true"
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wrap_mode11 = "clamp_to_edge"
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ntsc_cscale = "2.250000"
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