Sync to koko-aio 1.9.30 (#616)

This commit is contained in:
Antonio Orefice 2024-07-26 18:06:28 +02:00 committed by GitHub
parent 7d6751a07c
commit f65a4bce69
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
138 changed files with 5961 additions and 561 deletions

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@ -71,7 +71,7 @@ DO_SPOT = "0.0"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
S_SIZE = "0.36"
S_POWER = "0.06"
S_POWER = "0.067"
DO_DYNZOOM = "0.015"
@ -86,7 +86,6 @@ DO_PIXELGRID = "1.000000"
PIXELGRID_H_PRST = "2.000000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_INTR_FLICK_POWR = "0.17"
PIXELGRID_BASAL_GRID = "0.2"

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@ -34,7 +34,7 @@ DO_SPOT = "1.000000"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
S_SIZE = "0.58"
S_POWER = "0.08"
S_POWER = "0.09"
DO_BG_IMAGE = "1.0"
BG_IMAGE_OVER = "1.0"

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@ -84,7 +84,7 @@ DO_SPOT = "0.0"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
S_SIZE = "0.36"
S_POWER = "0.06"
S_POWER = "0.067"
DO_DYNZOOM = "0.015"
@ -92,5 +92,4 @@ DO_PIXELGRID = "1.000000"
PIXELGRID_H_PRST = "2.000000"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_INTR_FLICK_POWR = "0.17"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"

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@ -82,7 +82,7 @@ DO_SPOT = "1.0"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
S_SIZE = "0.36"
S_POWER = "0.06"
S_POWER = "0.067"
DO_VIGNETTE = "1.0"
V_SIZE = "1.08"

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@ -48,4 +48,4 @@ DO_GLOBAL_SHZO = "1.000000"
GLOBAL_ZOOM = "1.000000"
S_POWER = "0.05"
S_POWER = "0.056"

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@ -41,3 +41,4 @@ DO_HALO = "1.000000"
HALO_GAMMA_OUT = "1.300000"
HALO_VS_SCAN = "1.000000"

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@ -52,4 +52,4 @@ DO_BEZEL = "1.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.000000"
DO_SPOT = "1.000000"
S_POWER = "0.050000"
S_POWER = "0.056000"

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@ -1,9 +1,5 @@
#reference "Monitor-Screen_Hmask-Screen_SlotMask_Taller.slangp"
GAMMA_OUT = "0.49"
IN_GLOW_SPREAD = "1.999999"
@ -22,7 +18,6 @@ DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_INFLATION = "1.150000"
PIXELGRID_GAMMA_H = "5.2"
PIXELGRID_MAX_W = "0.400000"
@ -34,8 +29,8 @@ DO_PIXELGRID = "1.000000"
HALO_VS_SCAN = "1.000000"
BLOOM_MIX = "0.300001"
BLOOM_MIX = "0.1500"
BLOOM_POWER = "3.9"
BLOOM_EYE_INERTIA = "250.000000"
BLOOM_OVER_WHITE = "0.000000"
BLOOM_OVER_WHITE = "0.500000"

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@ -0,0 +1,4 @@
#reference "Monitor-VGA-DoubleScan-Green.slangp"
COLOR_MONO_HUE1 = "0.110000"
COLOR_MONO_HUE2 = "0.110000"

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@ -0,0 +1,44 @@
#reference "Monitor-VGA-DoubleScan-ShadowMask.slangp"
IN_GLOW_POWER = "1.000000"
LUMINANCE = "0.000000"
CONTRAST = "-0.020000"
TEMPERATURE = "6500.000000"
IN_GLOW_GAMMA = "2.200000"
GAMMA_OUT = "0.450000"
COLOR_MONO_COLORIZE = "1.000000"
COLOR_MONO_HUE1 = "0.410000"
COLOR_MONO_HUE2 = "0.410000"
COLOR_MONO_HUE_BIAS = "0.010000"
DO_PPERSISTENCE = "1.000000"
PPERSISTENCE_START = "0.900000"
PPERSISTENCE_END = "0.500000"
DO_SHIFT_RGB = "0.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_WARPSHARP_X = "0.75"
IN_GLOW_WARPSHARP_Y = "0.75"
DO_PIXELGRID_H = "0.400000"
PIXELGRID_MAX_H = "1.000000"
PIXELGRID_GAMMA_H = "2.20000"
DO_PIXELGRID_W = "0.000000"
PIXELGRID_DO_SHADOWMASK = "0.000000"
DO_HALO = "0.000000"
BLOOM_MIX = "0.110000"
BLOOM_SIZE = "2.000000"
BLOOM_GAMMA = "2.000000"
BLOOM_GAMMA_OUT = "0.500000"
BLOOM_POWER = "1.300000"
BLOOM_EYE_ADPT_SRT = "0.000000"
BLOOM_EYE_INERTIA = "10.000000"
BLOOM_OVER_WHITE = "0.500000"
S_SIZE = "1.000000"
S_POWER = "0.097000"

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@ -1,11 +1,23 @@
#reference "Base.slangp"
BEZEL_R = "0.090000"
BEZEL_G = "0.060000"
BEZEL_B = "0.025000"
BEZEL_CON = "3.0"
BEZEL_REFL_STRENGTH = "0.700000"
BEZEL_ROUGHNESS = "3.000002"
BEZEL_DIFFUSION_STR = "0.100000"
BEZEL_SPCL_STRENGTH = "0.100000"
DO_IN_GLOW = "0.000000"
PIXELGRID_INTR_DISABLE_Y = "2.000000"
PIXELGRID_INTR_FLICK_MODE = "0.000000"
PIXELGRID_DOUBLESCAN = "1.000000"
PIXELGRID_COREY_FAKE_SCAN = "1.000000"
PIXELGRID_COREY_FAKE_SCAN = "-1.000000"
PIXELGRID_H_PRST = "1.000000"
DO_PIXELGRID_H = "0.600000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "200.000000"
AMBI_OVER_BEZEL = "0.000000"
AMBI_OVER_BEZEL_SIZE = "0.000000"

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@ -36,7 +36,6 @@ DO_PIXELGRID = "1.000000"
PIXELGRID_DECON_R_H = "-0.400000"
PIXELGRID_DECON_B_H = "0.400000"
PIXELGRID_INTR_FLICK_POWR = "0.460000"
PIXELGRID_Y_MASK = "0.480000"
PIXELGRID_Y_MASK_COORDS = "1.0"

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@ -38,7 +38,6 @@ DO_PIXELGRID = "1.000000"
PIXELGRID_DECON_G_H = "0.0"
PIXELGRID_DECON_B_H = "0.0"
PIXELGRID_OFFSET_CORE = "0.120000"
PIXELGRID_INTR_FLICK_POWR = "0.170000"
PIXELGRID_Y_MASK = "0.350000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"

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@ -14,7 +14,9 @@ IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.000000"
IN_GLOW_W = "-0.90000"
IN_GLOW_H = "-0.90000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
DO_PIXELGRID = "1.000000"
PIXELGRID_H_PRST = "3.0"
PIXELGRID_SIZE_W = "0.000000"
@ -23,7 +25,6 @@ PIXELGRID_MAX_W = "0.500000"
PIXELGRID_MAX_H = "0.500000"
PIXELGRID_GAMMA_H = "3.000001"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_INFLATION = "0.0"
DO_DOT_MATRIX = "0.0"
@ -57,6 +58,6 @@ DO_DYNZOOM = "0.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.600000"
DO_SPOT = "1.000000"
S_POWER = "0.050000"
S_POWER = "0.056000"
RESSWITCH_GLITCH_SIZE = "0.0"

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@ -20,13 +20,14 @@ DO_IN_GLOW = "1.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
DO_PIXELGRID = "1.000000"
PIXELGRID_SIZE_W = "0.000000"
PIXELGRID_MIN_W = "0.450000"
PIXELGRID_MAX_W = "1.00000"
PIXELGRID_H_PRST = "3.000000"
PIXELGRID_INFLATION = "0.0"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_Y_MASK = "0.500000"

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@ -16,7 +16,9 @@ DO_IN_GLOW = "1.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
DO_PIXELGRID = "1.000000"
PIXELGRID_SIZE_W = "0.000000"
PIXELGRID_MIN_W = "0.500000"
@ -31,7 +33,6 @@ DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_H = "0.400000"
PIXELGRID_MAX_H = "0.950000"
PIXELGRID_INFLATION = "0.0"
PIXELGRID_Y_MASK = "0.000000"

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@ -2,7 +2,8 @@
TEMPERATURE = "7200.000000"
PIXELGRID_BASAL_GRID = "0.000000"
PIXELGRID_INFLATION = "0.0"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"

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@ -2,7 +2,8 @@
TEMPERATURE = "7200.000000"
PIXELGRID_BASAL_GRID = "0.000000"
PIXELGRID_INFLATION = "0.0"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"

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@ -1,8 +1,11 @@
#reference "GameboyColor-Overlay.slangp"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
PIXELGRID_MIN_W = "0.400000"
PIXELGRID_MAX_W = "0.800000"
PIXELGRID_INFLATION = "0.0"
DOT_M_G_SHARP = "1.000000"
BG_IMAGE_OFFY = "-0.183499"

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@ -6,7 +6,9 @@ DO_CCORRECTION = "1.000000"
GAMMA_OUT = "0.500000"
DO_IN_GLOW = "0.000000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
DO_PIXELGRID = "1.000000"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_SIZE_W = "0.000000"
@ -18,7 +20,6 @@ PIXELGRID_B_SHIFT = "3.000000"
PIXELGRID_MAX_W = "0.800000"
PIXELGRID_BASAL_GRID = "1.999998"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_INFLATION = "0.0"
DO_DOT_MATRIX = "1.000000"
DOT_M_G_STR = "0.500000"
@ -49,7 +50,7 @@ DO_SPOT = "1.000000"
S_POSITION_X = "0.000000"
S_POSITION_Y = "0.950001"
S_SIZE = "2.099999"
S_POWER = "0.200000"
S_POWER = "0.220000"
ASPECT_X = "-3.000000"
ASPECT_Y = "1.000000"

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@ -22,7 +22,9 @@ DO_IN_GLOW = "1.000000"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
ASPECT_X = "-5"
DO_BG_IMAGE = "1.000000"
@ -56,10 +58,9 @@ DO_SPOT = "1.000000"
S_POSITION_X = "0.25"
S_POSITION_Y = "0.3"
S_SIZE = "0.920000"
S_POWER = "0.120000"
S_POWER = "0.130000"
DO_PIXELGRID = "0.0"
PIXELGRID_INFLATION = "0.0"
DO_GAME_GEOM_OVERRIDE = "0.000000"
DO_HALO = "0.0"
DO_BLOOM = "0.0"

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@ -18,7 +18,9 @@ DO_IN_GLOW = "1.000000"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
DO_VMASK_AND_DARKLINES = "0.0"
DO_SCANLINES = "0.0"
@ -33,7 +35,7 @@ DO_DOT_MATRIX = "1.000000"
DOT_M_SHADOW_STR = "0.750000"
DOT_M_SHADOW_OFF = "1.000000"
PIXELGRID_INFLATION = "0.0"
DO_HALO = "0.0"

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@ -10,7 +10,9 @@ DO_IN_GLOW = "1.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
DO_PIXELGRID = "1.000000"
PIXELGRID_SIZE_W = "0.000000"
PIXELGRID_MIN_W = "0.250000"
@ -20,7 +22,6 @@ DO_PIXELGRID = "1.000000"
PIXELGRID_R_SHIFT = "1.000000"
PIXELGRID_G_SHIFT = "2.000000"
PIXELGRID_B_SHIFT = "3.000000"
PIXELGRID_INFLATION = "0.0"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_Y_MASK = "0.7"

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@ -0,0 +1,7 @@
#reference "PSP-Overlay-Night-Small.slangp"
BG_IMAGE_ZOOM = "1.30"
GLOBAL_ZOOM = "0.74"
GLOBAL_OFFY = "0.03575"
GLOBAL_OFFX = "-0.00065"

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@ -0,0 +1,12 @@
#reference "PSP.slangp"
DO_CURVATURE = "0.0"
AMBI_STEPS = "5.000000"
DO_BG_IMAGE = "1.000000"
DO_GLOBAL_SHZO = "1.000000"
ASPECT_X = "256.000000"
ASPECT_Y = "146.000000"

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@ -0,0 +1,81 @@
#reference "../koko-aio-ng.slangp"
bg_under = "../textures/overlays/psp-e1000.jpg"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.300001"
TEMPERATURE = "6500.000000"
GAMMA_OUT = "1.000000"
DO_GLOW = "0.0"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
RESSWITCH_GLITCH_SIZE = "0.000000"
MIN_LINES_INTERLACED = "0.000000"
DO_PIXELGRID = "1.000000"
DO_PIXELGRID_H = "1.000000"
PIXELGRID_MIN_H = "0.900000"
PIXELGRID_MAX_H = "0.900000"
PIXELGRID_GAMMA_H = "1.000000"
PIXELGRID_NO_INTERBLEED_H = "1.500000"
DO_PIXELGRID_W = "0.650000"
PIXELGRID_MIN_W = "0.450000"
PIXELGRID_MAX_W = "1.000000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.150000"
PIXELGRID_Y_MASK_STEEP = "13.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.050000"
HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.0"
GEOM_WARP_X = "0.000000"
GEOM_WARP_Y = "0.000000"
GEOM_CORNER_SMOOTH = "800.000000"
DO_BG_IMAGE = "0.000000"
BG_IMAGE_OFFX = "0.000500"
BG_IMAGE_ZOOM = "1.000000"
BG_IMAGE_ROTATION = "-8.000000"
BG_IMAGE_NIGHTIFY = "0.800000"
BG_IMAGE_WRAP_MODE = "1.000000"
DO_AMBILIGHT = "1.0"
AMBI_STEPS = "60.000000"
AMBI_POWER = "2.000000"
AMBI_STRETCH = "0.150000"
AMBI_GAMMA = "2.000000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
AMBI_ADD_ON_BLACK = "0.000000"
AMBI_BG_IMAGE_FORCE = "0.500000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.400000"
V_POWER = "1.000001"
DO_GLOBAL_SHZO = "0.000000"
GLOBAL_OFFX = "-0.000500"
GLOBAL_OFFY = "0.027500"
GLOBAL_ZOOM = "0.570000"
ASPECT_X = "16.0"
ASPECT_Y = "9.0"
DO_DYNZOOM = "0.000000"

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@ -0,0 +1,40 @@
#reference "FXAA-bloom.slangp"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.39000"
BEZEL_FRAME_ZOOM = "-0.140000"
BEZEL_R = "0.070000"
BEZEL_G = "0.050000"
BEZEL_B = "0.035000"
BEZEL_CON = "2.180000"
BEZEL_REFL_STRENGTH = "0.40"
BEZEL_DIFFUSION_STR = "0.70"
BEZEL_SPCL_STRENGTH = "0.3"
BEZEL_RFL_BLR_SHD = "-1.0"
BEZEL_CORNER_DARK = "0.300000"
BEZEL_LIGHT_NO_FADEOUT = "1.0"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
BG_IMAGE_OFFX = "0.001000"
BG_IMAGE_OFFY = "0.001000"
BG_IMAGE_ZOOM = "1.110503"
BG_IMAGE_NIGHTIFY = "0.900000"
DO_AMBILIGHT = "1.0"
AMBI_STEPS = "5.000000"
AMBI_INT_OFFSET = "-0.300000"
AMBI_POWER = "1.000000"
AMBI_FALLOFF = "0.35"
AMBI_STRETCH = "0.800000"
AMBI_GAMMA = "1.300000"
AMBI_OVER_BEZEL = "2.049999"
AMBI_OVER_BEZEL_SIZE = "0.223000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
AMBI_ADD_ON_BLACK = "0.000000"
AMBI_BG_IMAGE_FORCE = "1.000000"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_OFFX = "-0.001000"
GLOBAL_OFFY = "0.006000"
GLOBAL_ZOOM = "1.000000"

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@ -0,0 +1,34 @@
#reference "tv-slotmask-bloom-bezelwider.slangp"
LUMINANCE = "0.000000"
DO_BLOOM = "1.0"
DO_FXAA = "1.0"
DO_AMBILIGHT = "1.0"
DO_CURVATURE = "1.0"
DO_BEZEL = "1.0"
DO_PIXELGRID = "0.000000"
DO_IN_GLOW = "1.0"
IN_GLOW_W = "7.0"
IN_GLOW_H = "7.0"
IN_GLOW_POWER = "1.0"
IN_GLOW_GAMMA = "2.200000"
DO_CCORRECTION = "1.0"
GAMMA_OUT = "0.5"
DO_VMASK_AND_DARKLINES = "0.0"
DO_HALO = "0.0"
DO_ALT_BLANK = "0.0"
DO_SAT_BLEED = "0.0"
DO_NTSC_ARTIFACTS = "0.0"
DO_SPOT = "0.0"
DO_VIGNETTE = "0.0"
DO_DYNZOOM = "0.015"
DO_BG_IMAGE = "0.0"
DO_SHIFT_RGB = "0.0"

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@ -0,0 +1,18 @@
#reference "monitor-BASE.slangp"
GAMMA_OUT = "0.48"
IN_GLOW_POWER = "0.85"
IN_GLOW_W = "1.0"
IN_GLOW_H = "7.000000"
IN_GLOW_SPREAD = "1.200000"
HALO_POWER = "0.400000"
HALO_SHARPNESS = "6.0"
HALO_VS_SCAN = "1.0"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.30"
DO_PIXELGRID_W = "0.000000"
PIXELGRID_MIN_H = "0.200000"
PIXELGRID_MAX_H = "0.800000"

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@ -0,0 +1,93 @@
#reference "../koko-aio-ng.slangp"
DO_CCORRECTION = "1.0"
GAMMA_OUT = "0.51"
SATURATION = "1.00"
LUMINANCE = "0.1"
TEMPERATURE = "7200"
DO_SHIFT_RGB = "1.0"
OFFSET_STRENGTH = "0.25"
SHIFT_R = "-20.0"
SHIFT_G = "1.0"
SHIFT_B = "20.0"
DO_IN_GLOW = "1.0"
IN_GLOW_POWER = "1.825000"
IN_GLOW_W = "2.5"
IN_GLOW_H = "2.5"
IN_GLOW_GAMMA = "2.0"
IN_GLOW_BIAS = "0.0"
IN_GLOW_SPREAD = "2.0"
DO_HALO = "1.0"
HALO_POWER = "0.43"
HALO_SHARPNESS = "6.5"
HALO_GAMMA = "1.30"
HALO_VS_SCAN = "0.8"
DO_BLOOM = "0.0"
BLOOM_MIX ="0.50"
BLOOM_SIZE = "4.0"
BLOOM_QUALITY = "1.0"
BLOOM_GAMMA = "8.0"
BLOOM_GAMMA_OUT = "1.0"
BLOOM_POWER = "1.20"
BLOOM_EYE_ADPT_SRT = "0.45"
BLOOM_EYE_INERTIA = "1500"
BLOOM_OVER_WHITE = "0.5"
DO_ALT_BLANK = "0.0"
ALT_BLANK_STRENGTH = "0.5"
ALT_BLANK_PERIOD = "4.0"
DO_AMBILIGHT = "1.0"
AMBI_FALLOFF = "0.40"
AMBI_POWER = "1.8"
AMBI_STEPS = "60.0"
AMBI_OVER_BEZEL = "0.2"
DO_CURVATURE = "1.0"
GEOM_CORNER_SIZE = "0.005"
GEOM_CORNER_SMOOTH = "350"
DO_BEZEL = "0.0"
BEZEL_R = "-0.19"
BEZEL_G = "-0.19"
BEZEL_B = "-0.19"
BEZEL_CON = "2.18"
BEZEL_FRAME_ZOOM = "0.0"
BEZEL_INNER_ZOOM = "-0.215000"
BEZEL_RFL_BLR_SHD = "-0.200000"
DO_VIGNETTE = "0.0"
V_SIZE = "1.08"
V_POWER = "1.00"
DO_SPOT = "0.0"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
S_SIZE = "0.36"
S_POWER = "0.067"
DO_DYNZOOM = "0.015"
DO_CURVATURE = "1.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.250000"
PIXELGRID_MAX_W = "0.250000"
PIXELGRID_MIN_H = "0.30"
PIXELGRID_MAX_H = "0.50"
PIXELGRID_H_PRST = "2.000000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_BASAL_GRID = "0.2"

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#reference "monitor-Commodore_1084S-Night.slangp"
BEZEL_INNER_ZOOM = "-0.3900"
BEZEL_FRAME_ZOOM = "-0.140000"
BEZEL_IMAGE_BORDER = "1.030000"
BG_IMAGE_OFFX = "0.001000"
BG_IMAGE_OFFY = "0.001000"
BG_IMAGE_ZOOM = "1.110503"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_OFFX = "-0.001000"
GLOBAL_OFFY = "0.006000"
GLOBAL_ZOOM = "1.000000"

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#reference "monitor-Commodore_1084S.slangp"
BEZEL_R = "-0.01"
BEZEL_G = "-0.03"
BEZEL_B = "-0.045"
BEZEL_LIGHT_NO_FADEOUT = "1.0"
BEZEL_REFL_STRENGTH = "0.4"
BEZEL_DIFFUSION_STR = "0.6"
BEZEL_SPCL_STRENGTH = "0.3"
BEZEL_CORNER_DARK = "0.400000"
BG_IMAGE_NIGHTIFY = "0.800000"
AMBI_INT_OFFSET = "0.070000"
AMBI_POWER = "0.700001"
AMBI_FALLOFF = "0.240000"
AMBI_STRETCH = "0.070000"
AMBI_GAMMA = "2.000000"
AMBI_OVER_BEZEL = "2.049999"
AMBI_OVER_BEZEL_SIZE = "0.223000"
AMBI_ADD_ON_BLACK = "1.000000"
DO_SPOT = "0.0"

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#reference "monitor-Commodore_1084S.slangp"
BEZEL_INNER_ZOOM = "-0.39"
BEZEL_FRAME_ZOOM = "-0.140000"
BEZEL_IMAGE_BORDER = "1.030000"
BG_IMAGE_OFFX = "0.001000"
BG_IMAGE_OFFY = "0.001000"
BG_IMAGE_ZOOM = "1.110503"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_OFFX = "-0.001000"
GLOBAL_OFFY = "0.006000"
GLOBAL_ZOOM = "1.000000"

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#reference "monitor-slotmask-bloom.slangp"
GAMMA_OUT = "0.560000"
IN_GLOW_POWER = "1.300000"
HALO_POWER = "0.450000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "1.0"
DO_CURVATURE = "1.000000"
GEOM_CORNER_SIZE = "0.005"
GEOM_CORNER_SMOOTH = "150.000000"
DO_BEZEL = "1.000000"
BEZEL_R = "0.070000"
BEZEL_G = "0.050000"
BEZEL_B = "0.035000"
BEZEL_INNER_ZOOM = "-0.5200"
BEZEL_FRAME_ZOOM = "-0.245000"
BEZEL_IMAGE_BORDER = "1.040000"
BEZEL_RFL_OFFSET = "-0.003000"
BEZEL_REFL_STRENGTH = "0.3"
BEZEL_SPCL_STRENGTH = "0.25"
BEZEL_ROUGHNESS = "2.0"
DO_VIGNETTE = "1.0"
V_POWER = "1.0"
V_SIZE = "0.8"
DO_SPOT = "1.000000"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
S_SIZE = "0.58"
S_POWER = "0.09"
DO_BG_IMAGE = "1.0"
BG_IMAGE_OVER = "1.0"
BG_IMAGE_OVER = "1.000000"
BG_IMAGE_OFFX = "0.000500"
BG_IMAGE_OFFY = "0.005500"
BG_IMAGE_ZOOM = "1.015999"
DO_AMBILIGHT = "1.0"
AMBI_STEPS = "5.000000"
AMBI_FALLOFF = "0.300000"
AMBI_POWER = "0.700000"
AMBI_OVER_BEZEL = "0.000000"
AMBI_OVER_BEZEL_SIZE = "0.180000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
AMBI_BG_IMAGE_FORCE = "1.00000"
AMBI_ADD_ON_BLACK = "0.5"
LUMINANCE = "0.300000"
PIXELGRID_MIN_W = "0.500000"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_MAX_H = "0.500000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_OFFSET_CORE = "0.170000"

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#reference "monitor-BASE.slangp"
DO_BLOOM = "1.0"
DO_BEZEL = "1.0"
BEZEL_FRAME_ZOOM = "0.04"
BEZEL_INNER_ZOOM = "-0.17"
# Since SCANLINE_SM_TYPE ="1.0" mitigates moiree,
# but is not used in this preset, use the following to mitigate, instead:
PIXELGRID_MIN_H = "0.250000"
PIXELGRID_MAX_H = "0.700000"
DO_SPOT = "1.0"
DO_VIGNETTE = "1.0"
GEOM_CORNER_SIZE = "0.005"
GEOM_CORNER_SMOOTH = "150"
GAMMA_OUT = 0.5
HALO_POWER = 0.38

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#reference "monitor-bloom-bezel.slangp"
PIXELGRID_MIN_H = "0.200000"
BEZEL_FRAME_ZOOM = "0.17"
BEZEL_INNER_ZOOM = "-0.011"
BEZEL_IMAGE_BORDER = "1.02"

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#reference "monitor-BASE.slangp"
DO_BLOOM = "1.0"

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#reference "monitor-slotmask-bloom-bezel.slangp"
BEZEL_R = "-0.115000"
BEZEL_G = "-0.115000"
BEZEL_B = "-0.115000"
BEZEL_CON = "4.000000"
BEZEL_REFL_STRENGTH = "1.0"
BEZEL_ROUGHNESS = "1.300000"
BEZEL_RFL_BLR_SHD = "0.800000"
BEZEL_DIFFUSION_STR = "0.500000"
BEZEL_SPCL_STRENGTH = "0.800000"
BEZEL_CORNER_DARK = "0.000000"
BEZEL_LIGHT_NO_FADEOUT = "1.0"
DO_BG_IMAGE = "1.000000"
AMBI_STEPS = "5.000000"
AMBI_FALLOFF = "0.280000"
AMBI_POWER = "7.000000"
AMBI_OVER_BEZEL = "1.700000"
AMBI_OVER_BEZEL_SIZE = "0.14000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
AMBI_BG_IMAGE_FORCE = "0.500000"
BG_IMAGE_NIGHTIFY = "0.700000"

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#reference "monitor-slotmask-bloom-bezel.slangp"
AMBI_STEPS = "5.000000"
AMBI_FALLOFF = "0.6"
AMBI_POWER = "2.1"
AMBI_BG_IMAGE_BLEND_MODE = "1.0"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "0.0"

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#reference "monitor-slotmask-bloom.slangp"
DO_BEZEL = "1.0"
BEZEL_FRAME_ZOOM = "0.04"
BEZEL_INNER_ZOOM = "-0.17"
DO_CURVATURE = 1.0
DO_VIGNETTE = "1.0"
DO_SPOT = "1.0"
GEOM_CORNER_SIZE = 0.005
GEOM_CORNER_SMOOTH = "150"

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#reference "monitor-slotmask-bloom-bezelwider.slangp"
GAMMA_OUT = "0.525"
IN_GLOW_POWER = "1.7"
IN_GLOW_SPREAD = "1.2"
IN_GLOW_W = "1.0"
IN_GLOW_H = "7.000000"
PIXELGRID_MIN_W = "0.500000"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MIN_H = "0.240000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_GAMMA_H = "5.1"
PIXELGRID_OFFSET_CORE = "0.000000"
PIXELGRID_Y_MASK = "0.600000"
PIXELGRID_Y_MASK_SHIFT = "0.25"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"

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#reference "monitor-slotmask.slangp"
DO_BEZEL = "1.0"
BEZEL_FRAME_ZOOM = "0.17"
BEZEL_INNER_ZOOM = "-0.011"
BEZEL_IMAGE_BORDER = "1.02"
DO_BLOOM = "1.0"
DO_SPOT = "1.0"
DO_VIGNETTE = "1.0"
GEOM_CORNER_SIZE = 0.005
GEOM_CORNER_SMOOTH = "150"

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#reference "monitor-slotmask.slangp"
DO_BLOOM = "1.0"

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#reference "monitor-BASE.slangp"
PIXELGRID_OFFSET_CORE = "0.210000"

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#reference "../koko-aio-ng.slangp"
DO_CCORRECTION = "1.000000"
GAMMA_OUT = "0.5"
CONTRAST = "0.00"
TEMPERATURE = "7200.000000"
LUMINANCE = "0.100000"
SATURATION = "1.000000"
DO_FXAA = "1.000000"
DO_SAT_BLEED = "0.000000"
SAT_BLEED_PAL = "1.0"
SAT_BLEED_STRENGTH = "0.5"
SAT_BLEED_SIZE = "3.0"
SAT_BLEED_FALLOFF = "1.7"
DO_SHIFT_RGB = "1.0"
OFFSET_STRENGTH = "0.25"
SHIFT_R = "-20.0"
SHIFT_G = "1.0"
SHIFT_B = "20.0"
DO_SCANLINES = "0.0"
SCANLINE_DARK = "0.700000"
SCANLINE_COMPENSATION = "0.200000"
SCANLINES_BLEEDING = "1.000000"
SCANLINE_FLICKERING = "0.000000"
SCANLINE_FLICKERING_POWER = "0.17"
DO_IN_GLOW = "1.0"
IN_GLOW_POWER = "1.00"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_SPREAD = "2.00000"
IN_GLOW_W = "1.000000"
IN_GLOW_H = "1.000000"
IN_GLOW_BIAS = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.990000"
HALO_SHARPNESS = "6.0"
HALO_GAMMA = "1.400000"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "0.0"
BLOOM_MIX ="0.25"
BLOOM_SIZE = "4.0"
BLOOM_QUALITY = "1.0"
BLOOM_GAMMA = "8.0"
BLOOM_GAMMA_OUT = "1.0"
BLOOM_POWER = "1.20"
BLOOM_EYE_ADPT_SRT = "0.45"
BLOOM_EYE_INERTIA = "1500"
BLOOM_OVER_WHITE = "0.5"
DO_CURVATURE = "1.0"
GEOM_CORNER_SIZE = 0.005
GEOM_CORNER_SMOOTH = "350"
DO_BEZEL = "0.0"
BEZEL_R = "-0.19"
BEZEL_G = "-0.19"
BEZEL_B = "-0.19"
BEZEL_CON = "2.18"
BEZEL_FRAME_ZOOM = "0.0"
BEZEL_INNER_ZOOM = "-0.163"
BEZEL_RFL_BLR_SHD = "-0.200000"
DO_AMBILIGHT = 1.0
AMBI_FALLOFF = "0.40"
AMBI_POWER = "1.8"
AMBI_STEPS = "60.0"
AMBI_OVER_BEZEL = "0.2"
DO_VIGNETTE = "0.0"
V_SIZE = "1.08"
V_POWER = "1.00"
DO_SPOT = "0.0"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
S_SIZE = "0.36"
S_POWER = "0.067"
DO_DYNZOOM = "0.015"
DO_PIXELGRID = "1.000000"
PIXELGRID_H_PRST = "2.000000"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"

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#reference "monitor-slotmask-bloom-bezelwider.slangp"
SATURATION = "1.00000"
CONTRAST = "0.050000"
BRIGHTNESS = "0.050000"
GAMMA_OUT = "0.50"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "0.0"
SAT_BLEED_STRENGTH = "1.0"
SAT_BLEED_SIZE = "5.0"
SAT_BLEED_FALLOFF = "1.7"
DO_SHIFT_RGB = "1.0"
DO_NTSC_ARTIFACTS = "1.0"
IN_GLOW_POWER = "1.50000"
IN_GLOW_W = "1.0"
IN_GLOW_H = "2.0"
IN_GLOW_BIAS = "1.0"
HALO_POWER = "0.5"
HALO_SHARPNESS = "6.5"
HALO_VS_SCAN = "0.900000"
BLOOM_MIX = "0.55"
BLOOM_EYE_ADPT_SRT = "0.80"
PIXELGRID_MIN_W = "0.500000"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_H_PRST = "1.000000"
DO_PIXELGRID_H = "1.05"
PIXELGRID_MIN_H = "0.200000"
PIXELGRID_MAX_H = "1.000000"
PIXELGRID_OFFSET_CORE = "0.000000"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.25"

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#reference "tv-NTSC-1-classic_take.slangp"
NTSC_FILTER_WIDTH = "13.000000"
NTSC_FILTER_FC = "0.000000"
NTSC_ARTF_TRSH = "0.05"
NTSC_ARTF_NOBLUR = "0.70000"
NTSC_ARTF_NOBLEED = "0.700000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "0.350000"
IN_GLOW_H = "1.000000"
SAT_BLEED_SIZE = "2.000000"
SAT_BLEED_FALLOFF = "1.450000

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#reference "tv-NTSC-1.slangp"
NTSC_FILTER_SCF = "4.57"
NTSC_FILTER_WIDTH = "13.000000"
NTSC_FILTER_FC = "0.000000"
NTSC_ARTF_TRSH = "0.05"
NTSC_ARTF_NOBLUR = "0.70000"
NTSC_ARTF_NOBLEED = "0.700000"
IN_GLOW_POWER = "2.000000"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "0.350000"
IN_GLOW_H = "1.000000"
SAT_BLEED_SIZE = "2.000000"
SAT_BLEED_FALLOFF = "1.450000

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#reference "monitor-slotmask-bloom-bezelwider.slangp"
SATURATION = "1.00000"
GAMMA_OUT = "0.56"
DO_NTSC_ARTIFACTS = "1.0"
DO_SHIFT_RGB = "1.0"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "0.0"
SAT_BLEED_STRENGTH = "1.0"
SAT_BLEED_SIZE = "5.0"
SAT_BLEED_FALLOFF = "1.7"
IN_GLOW_POWER = "2.0"
IN_GLOW_W = "1.0"
IN_GLOW_H = "1.0"
IN_GLOW_BIAS = "1.0"
HALO_POWER = "0.5"
HALO_VS_SCAN = "0.900000"
BLOOM_MIX = "0.55"
BLOOM_EYE_ADPT_SRT = "0.80"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_OFFSET_CORE = "0.130000"

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#reference "tv-NTSC-1.slangp"
NTSC_MIX = "0.700001"
NTSC_FILTER_WIDTH = "5.000000"
NTSC_PHASE_SHIFT = "1.0"
NTSC_FILTER_SCF = "1.000000"
NTSC_FILTER_FC = "0.000000"
NTSC_ARTF_TRSH = "0.670000"
NTSC_ARTF_ZAP = "1.000000"

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#reference "tv-slotmask-bloom.slangp"
SATURATION = "1.20"
CONTRAST = "0.050000"
BRIGHTNESS = "0.050000"
LUMINANCE = "0.0"
GAMMA_OUT = "0.53"
DO_FXAA = "0.0"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_PAL = "1.0"
SAT_BLEED_STRENGTH = "1.75"
SAT_BLEED_SIZE = "3.0"
SAT_BLEED_FALLOFF = "1.7"
IN_GLOW_POWER = "1.3"
IN_GLOW_BIAS = "1.0"
HALO_POWER = "0.5"
DO_BEZEL = "1.0"
BEZEL_FRAME_ZOOM = "0.17"
BEZEL_INNER_ZOOM = "-0.011"
BEZEL_IMAGE_BORDER = "1.02"
DO_SPOT = "1.0"
DO_VIGNETTE = "1.0"
DO_RF_NOISE = "1.0"
RF_NOISE_STRENGTH = "0.025"
GEOM_CORNER_SIZE = 0.005
GEOM_CORNER_SMOOTH = "150"
BLOOM_GAMMA = "5.000000"
BLOOM_GAMMA_OUT = "1.800000"
BLOOM_EYE_ADPT_SRT = "0.300000"

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#reference "tv-aperturegrille-bloom.slangp"
DO_SHIFT_RGB = "1.0"
DO_BEZEL = "1.0"
BEZEL_R = "-0.3"
BEZEL_G = "-0.3"
BEZEL_B = "-0.3"
BEZEL_CON = "1.3"
BEZEL_FRAME_ZOOM = "0.04"
BEZEL_INNER_ZOOM = "-0.17"
BEZEL_IMAGE_BORDER = "1.02"
DO_CURVATURE = 1.0
GEOM_CORNER_SIZE = 0.005
GEOM_CORNER_SMOOTH = "150"
DO_VIGNETTE = "1.0"
DO_SPOT = "1.0"

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#reference "tv-aperturegrille-bloom-bezel.slangp"
DO_SHIFT_RGB = "1.0"
BEZEL_FRAME_ZOOM = "0.17"
BEZEL_INNER_ZOOM = "-0.011"
BEZEL_IMAGE_BORDER = "1.02"

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#reference "tv-aperturegrille.slangp"
DO_BLOOM = "1.0"

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#reference "tv-slotmask.slangp"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.25"
IN_GLOW_POWER = "1.1"

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#reference "tv-flickering.slangp"
IN_GLOW_POWER = "1.8"
TEMPERATURE = "8500.000000"
DO_FXAA = "0.000000"
DO_PIXELGRID_H = "0.400000"
PIXELGRID_COREY_FAKE_SCAN = "1.000000"
PIXELGRID_DECON_R_H = "-0.600000"
PIXELGRID_DECON_B_H = "0.600000"

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#reference "../koko-aio-ng.slangp"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.100000"
TEMPERATURE = "7200.000000"
GAMMA_OUT = "0.560000"
DO_FXAA = "1.000000"
RF_NOISE_STRENGTH = "0.025000"
SAT_BLEED_PAL = "1.000000"
SAT_BLEED_STRENGTH = "1.750000"
SAT_BLEED_SIZE = "3.000000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "1.000000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.600000"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_SPREAD = "1.600000"
IN_GLOW_W = "0.400000"
IN_GLOW_H = "1.000000"
IN_GLOW_BIAS = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "6.0"
HALO_GAMMA = "1.400000"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.250000"
DO_CURVATURE = "1.000000"
GEOM_CORNER_SIZE = 0.005
GEOM_CORNER_SMOOTH = "150"
DO_BEZEL = "1.000000"
BEZEL_FRAME_ZOOM = "0.04"
BEZEL_INNER_ZOOM = "-0.17"
BEZEL_R = "-0.190000"
BEZEL_G = "-0.190000"
BEZEL_B = "-0.190000"
BEZEL_CON = "2.180000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.08"
V_POWER = "1.00000"
DO_SPOT = "1.000000"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
DO_PIXELGRID = "1.000000"
PIXELGRID_H_PRST = "2.000000"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_INTR_FLICK_MODE = "1.000000"
PIXELGRID_INTR_FLICK_POWR = "0.200000"
PIXELGRID_Y_MASK = "0.700000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
PIXELGRID_Y_MASK_STEEP = "8.000000"
PIXELGRID_Y_MASK_SHIFT = "0.12"

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#reference "tv-slotmask-bloom.slangp"
DO_SHIFT_RGB = "1.0"
DO_BEZEL = "1.0"
BEZEL_R = "-0.3"
BEZEL_G = "-0.3"
BEZEL_B = "-0.3"
BEZEL_CON = "1.3"
BEZEL_FRAME_ZOOM = "0.04"
BEZEL_INNER_ZOOM = "-0.17"
DO_CURVATURE = 1.0
GEOM_CORNER_SIZE = "0.005"
GEOM_CORNER_SMOOTH = "150.000000"
DO_VIGNETTE = "1.0"
DO_SPOT = "1.0"

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#reference "tv-slotmask-bloom-bezel.slangp"
DO_SHIFT_RGB = "1.0"
BEZEL_FRAME_ZOOM = "0.17"
BEZEL_INNER_ZOOM = "-0.011"
BEZEL_IMAGE_BORDER = "1.02"
BEZEL_RFL_BLR_SHD = "-0.200000"
DO_VIGNETTE = "1.0"
DO_SPOT = "1.0"

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#reference "tv-slotmask.slangp"
DO_BLOOM = "1.0"

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#reference "tv-BASE.slangp"
HALO_VS_SCAN = "1.000000"
PIXELGRID_Y_MASK = "0.700000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
PIXELGRID_Y_MASK_STEEP = "8.000000"
PIXELGRID_Y_MASK_HEIGHT = "0.5"
PIXELGRID_Y_MASK_SHIFT = "0.12"

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#reference "../koko-aio-ng.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.500000"
TEMPERATURE = "7200.000000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.4"
LUMINANCE = "0.2"
DO_FXAA = "0.0"
DO_RF_NOISE = "0.0"
DO_NTSC_ARTIFACTS = "0.0"
DO_SAT_BLEED = "0.0"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_G = "0.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_W = "-0.80000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_OVERMASK = "1.00000"
PIXELGRID_H_PRST = "3.000000"
PIXELGRID_MIN_W = "0.25"
PIXELGRID_MAX_W = "0.40"
PIXELGRID_GAMMA_W = "1.5"
PIXELGRID_BASAL_GRID = "0.02"
DO_PIXELGRID_H = "1.0"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_GAMMA_H = "5.2"
PIXELGRID_OFFSET_CORE = "0.00000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.150000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_SPARK = "1.000000"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "7.0"
HALO_GAMMA = "2.000000"
HALO_GAMMA_OUT = "1.00000"
HALO_VS_SCAN = "0.7"
DO_BLOOM = "1.000000"
BLOOM_MIX ="0.40"
BLOOM_SIZE = "4.0"
BLOOM_QUALITY = "1.0"
BLOOM_GAMMA = "8.0"
BLOOM_GAMMA_OUT = "1.2"
BLOOM_POWER = "1.20"
BLOOM_EYE_ADPT_SRT = "0.6"
BLOOM_EYE_INERTIA = "750"
BLOOM_OVER_WHITE = "0.5"
DO_CURVATURE = "1.000000"
GEOM_CORNER_SIZE = "0.005"
GEOM_CORNER_SMOOTH = "150.000000"
DO_PIXELGRID = "1.0"
DO_DYNZOOM = "0.015"
DO_SPOT = "1.0"
S_POSITION_X = "-0.5"
S_POSITION_Y = "0.5"
S_SIZE = "0.36"
S_POWER = "0.067"
DO_VIGNETTE = "1.0"
V_SIZE = "1.08"
V_POWER = "1.00"
DO_AMBILIGHT = 1.0
AMBI_FALLOFF = "0.40"
AMBI_POWER = "1.8"
AMBI_STEPS = "60.0"
AMBI_OVER_BEZEL = "0.2"
DO_BEZEL = "1.0"
BEZEL_FRAME_ZOOM = "0.17"
BEZEL_INNER_ZOOM = "-0.011"
BEZEL_IMAGE_BORDER = "1.02"
BEZEL_RFL_BLR_SHD = "-0.200000"
BEZEL_RFL_OFFSET = "0.001000"
BEZEL_REFL_ZOOM = "1.0"

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#reference "Base.slangp"
IN_GLOW_POWER = "1.3"
GAMMA_OUT = "0.43"
PIXELGRID_H_PRST = "1.0"
PIXELGRID_GAMMA_H = "4.2"
PIXELGRID_OFFSET_CORE = "0.12"
PIXELGRID_COREY_FAKE_SCAN = "-0.0"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.3900"
BEZEL_FRAME_ZOOM = "-0.140000"
BEZEL_R = "0.070000"
BEZEL_G = "0.050000"
BEZEL_B = "0.035000"
BEZEL_CON = "2.180000"
BEZEL_REFL_STRENGTH = "1.5"
BEZEL_DIFFUSION_STR = "0.5"
BEZEL_CORNER_DARK = "0.600000"
BEZEL_LIGHT_NO_FADEOUT = "1.0"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
BG_IMAGE_OFFX = "0.001000"
BG_IMAGE_OFFY = "0.001000"
BG_IMAGE_ZOOM = "1.110503"
BG_IMAGE_NIGHTIFY = "0.900000"
AMBI_STEPS = "5.000000"
AMBI_INT_OFFSET = "-0.300000"
AMBI_POWER = "1.000000"
AMBI_FALLOFF = "0.35"
AMBI_STRETCH = "0.800000"
AMBI_GAMMA = "1.300000"
AMBI_OVER_BEZEL = "2.049999"
AMBI_OVER_BEZEL_SIZE = "0.223000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
AMBI_ADD_ON_BLACK = "0.000000"
AMBI_BG_IMAGE_FORCE = "1.000000"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_OFFX = "-0.001000"
GLOBAL_OFFY = "0.006000"
GLOBAL_ZOOM = "1.000000"
S_POWER = "0.056"

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#reference "Base.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.300000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.350000"
LUMINANCE = "0.2"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.400000"
DO_IN_GLOW = "1.000000"
IN_GLOW_W = "-0.800000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_OVERMASK = "1.10000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MAX_W = "0.400001"
PIXELGRID_GAMMA_W = "1.500006"
PIXELGRID_BASAL_GRID = "0.020000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_GAMMA_H = "5.199999"
PIXELGRID_OFFSET_CORE = "0.120000"
PIXELGRID_Y_MASK = "0.400000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.150000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_SPARK = "6.000000"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "7.0"
HALO_GAMMA = "1.800000"
HALO_GAMMA_OUT = "1.300000"
HALO_VS_SCAN = "1.000000"

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#reference "Base.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.0"
LUMINANCE = "0.100000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.300000"
SATURATION = "1.080000"
DO_FXAA = "1.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_W = "-1.00"
IN_GLOW_H = "-1.05"
DO_PIXELGRID = "1.000000"
PIXELGRID_OVERMASK = "1.100000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_H_COUNT = "2.000000"
PIXELGRID_MAX_W = "0.920000"
PIXELGRID_GAMMA_W = "2.200000"
PIXELGRID_BASAL_GRID = "0.020000"
PIXELGRID_MIN_H = "0.250000"
PIXELGRID_MAX_H = "0.900000"
PIXELGRID_OFFSET_CORE = "0.1"
PIXELGRID_GAMMA_H = "5.199997"
PIXELGRID_NO_INTERBLEED_H = "2.000000"
PIXELGRID_DECON_R_H = "-0.600000"
PIXELGRID_DECON_B_H = "0.600000"
PIXELGRID_Y_MASK = "0.000000"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.890003"
HALO_SHARPNESS = "7.0"
HALO_GAMMA = "1.300000"
HALO_GAMMA_OUT = "2.000000"
HALO_VS_SCAN = "0.300000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.050000"
BLOOM_GAMMA = "4.000000"
BLOOM_GAMMA_OUT = "1.200000"
BLOOM_POWER = "3.000000"
BLOOM_EYE_ADPT_SRT = "0.000000"
BLOOM_EYE_INERTIA = "750.000000"
BLOOM_OVER_WHITE = "0.000000"
DO_DEDITHER = "1.0"

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#reference "Monitor-FXAA_sharp-aperturegrille.slangp"
PIXELGRID_Y_MASK = "1.0"
PIXELGRID_Y_MASK_COORDS = "1.000000"
PIXELGRID_Y_MASK_SHIFT = "-0.010000"
DO_DEDITHER = "1.0"
PIXELGRID_Y_SPARK = "4.000000"

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#reference "Monitor-FXAA_sharp-Core_SlotMask.slangp"
PIXELGRID_OFFSET_CORE = "0.0"
PIXELGRID_OVERMASK = "1.000000"
DO_DEDITHER = "1.0"

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#reference "Monitor-New_slotmask_gm.slangp"
PIXELGRID_Y_MASK = "0.400000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_SHIFT = "0.150000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"

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#reference "Base.slangp"
IN_GLOW_POWER = "1.875"
HALO_POWER = "0.450000"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.050000"
PIXELGRID_MAX_W = "0.700000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MIN_H = "0.30000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_OFFSET_CORE = "0.05"
PIXELGRID_Y_MASK = "0.600000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.100000"
PIXELGRID_Y_MASK_SHIFT = "0.260000"
PIXELGRID_Y_MASK_STEEP = "16.000000"
PIXELGRID_Y_SPARK = "0.25"
PIXELGRID_BASAL_GRID = "0.02"
PIXELGRID_DECON_R_H = "-0.6"
PIXELGRID_DECON_B_H = "0.6"

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#reference "Base.slangp"
IN_GLOW_POWER = "1.000000"
DO_FXAA = "1.000000"
DO_SHIFT_RGB = "0.000000"
IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "1.600000"
IN_GLOW_W = "-1.000000"
IN_GLOW_H = "-1.000000"
PIXELGRID_OVERMASK = "1.500000"
PIXELGRID_H_ANTIMOIRE = "0.170000"
PIXELGRID_MAX_H = "1.0"
LUMINANCE = "0.0"
GAMMA_OUT = "0.34"
HALO_SHARPNESS = "7.0"
HALO_VS_SCAN = "0.25"
PIXELGRID_H_DEDOT = "1.0"

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#reference "Base.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.300000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.350000"
LUMINANCE = "0.2"
DO_IN_GLOW = "1.000000"
IN_GLOW_W = "-0.750000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_OVERMASK = "1.10000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MAX_W = "0.400001"
PIXELGRID_GAMMA_W = "1.500006"
PIXELGRID_BASAL_GRID = "0.020000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "1.000000"
PIXELGRID_GAMMA_H = "5.199999"
PIXELGRID_OFFSET_CORE = "0.0"
PIXELGRID_DECON_R_H = "0.0"
PIXELGRID_DECON_G_H = "0.0"
PIXELGRID_DECON_B_H = "0.0"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.150000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_SPARK = "1.000000"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "7.0"
HALO_GAMMA = "1.800000"
HALO_GAMMA_OUT = "1.300000"
HALO_VS_SCAN = "1.000000"

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#reference "Monitor-Screen_Hmask-Aperturegrille-Overmask.slangp"
PIXELGRID_Y_MASK = "0.200000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.100000"
PIXELGRID_Y_MASK_SHIFT = "0.260000"
PIXELGRID_Y_MASK_STEEP = "16.000000"
PIXELGRID_Y_SPARK = "0.6"

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#reference "Base.slangp"
IN_GLOW_POWER = "2.15"
GAMMA_OUT = "0.385"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.300000"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_GAMMA_W = "4.2"
PIXELGRID_BASAL_GRID = "0.100000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "1.0"
PIXELGRID_GAMMA_H = "5.200000"
PIXELGRID_Y_MASK = "0.300000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "0.5"
PIXELGRID_Y_MASK_ON_WHITE = "0.500000"
PIXELGRID_Y_MASK_SHIFT = "0.300000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_SPARK = "1.000000"
HALO_POWER = "0.25"

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#reference "Monitor-Screen_Hmask-Screen_SlotMask.slangp"
BEZEL_INNER_ZOOM = "-0.195"
BEZEL_FRAME_ZOOM = "0.021000"
BEZEL_R = "-0.5"
BEZEL_G = "-0.5"
BEZEL_B = "-0.5"
BEZEL_CON = "0.87"
BEZEL_SPCL_STRENGTH = "0.200000"
BEZEL_RFL_BLR_SHD = "-1.5"
BEZEL_REFL_STRENGTH = "1.000000"
BEZEL_DIFFUSION_STR = "0.600000"
BEZEL_LIGHT_NO_FADEOUT = "0.500000"
BEZEL_CORNER_DARK = "0.600000"
PIXELGRID_Y_SPARK = "0.0"
PIXELGRID_Y_MASK_STEEP = "7.0"
AMBI_STEPS = "5.000000"
AMBI_OVER_BEZEL_SIZE = "0.500000"
AMBI_STRETCH = "0.100000"
AMBI_OVER_BEZEL = "1.30000"

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#reference "../koko-aio-ng.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.600000"
TEMPERATURE = "7500.000000"
IN_GLOW_GAMMA = "2.200000"
GAMMA_OUT = "0.350000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.500000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_BIAS = "0.500000"
IN_GLOW_SPREAD = "1.500000"
IN_GLOW_W = "-0.800000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_COREY_FAKE_SCAN = "0.000000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "1.000000"
PIXELGRID_GAMMA_H = "2.800000"
PIXELGRID_DECON_R_H = "-0.600000"
PIXELGRID_DECON_B_H = "0.600000"
PIXELGRID_H_DEDOT = "1.000000"
PIXELGRID_MIN_W = "0.200000"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_GAMMA_W = "2.600000"
PIXELGRID_BASAL_GRID = "0.040000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "1.000000"
PIXELGRID_Y_SPARK = "8.000000"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.200000"
HALO_SHARPNESS = "7.000000"
HALO_GAMMA_OUT = "1.700000"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.200000"
BLOOM_GAMMA = "4.000000"
BLOOM_POWER = "1.999999"
BLOOM_EYE_ADPT_SRT = "3.999997"
BLOOM_EYE_INERTIA = "10.000000"
BLOOM_OVER_WHITE = "0.000000"
DO_CURVATURE = "1.000000"
GEOM_CORNER_SIZE = "0.005"
GEOM_CORNER_SMOOTH = "150.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.011"
BEZEL_FRAME_ZOOM = "0.170000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.000000"
DO_SPOT = "1.000000"
S_POWER = "0.056000"

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#reference "Base.slangp"
IN_GLOW_POWER = "1.600000"
IN_GLOW_GAMMA = "2"
GAMMA_OUT = "0.5"
LUMINANCE = "0.0"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.250000"
SHIFT_R = "-20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "1.7"
IN_GLOW_W = "-0.600000"
IN_GLOW_H = "-0.600000"
DO_PIXELGRID_H = "0.800000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.850000"
PIXELGRID_GAMMA_H = "3.0"
PIXELGRID_DECON_R_H = "-0.600000"
PIXELGRID_DECON_B_H = "0.600000"
PIXELGRID_H_PRST = "5.000000"
PIXELGRID_Y_MASK = "0.5"
PIXELGRID_Y_MASK_COORDS = "1.0"
PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
PIXELGRID_Y_MASK_STEEP = "4.000000"
PIXELGRID_Y_MASK_SHIFT = "-0.01"
PIXELGRID_Y_SPARK = "0.0"
PIXELGRID_Y_MASK_ON_WHITE = "0.5"
PIXELGRID_MIN_W = "0.25"
PIXELGRID_MAX_W = "0.25"
PIXELGRID_GAMMA_W = "4.2"
DO_HALO = "1.000000"
HALO_POWER = "0.600000"
HALO_SHARPNESS = "7.000000"
HALO_GAMMA = "1.000000"
HALO_GAMMA_OUT = "1.300000"
HALO_VS_SCAN = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.400000"
BLOOM_GAMMA = "3.000000"
BLOOM_GAMMA_OUT = "2.200000"
BLOOM_POWER = "2.399999"
BLOOM_EYE_ADPT_SRT = "0.600000"
BLOOM_EYE_INERTIA = "750.000000"
BLOOM_OVER_WHITE = "0.000000"

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#reference "Monitor-Screen_Hmask-Screen_SlotMask_Taller.slangp"
GAMMA_OUT = "0.49"
IN_GLOW_SPREAD = "1.999999"
IN_GLOW_SPREAD_SHARPNESS = "1.2"
LUMINANCE = "0.1"
IN_GLOW_W = "2.0"
IN_GLOW_H = "3.0"
DO_PIXELGRID = "1.000000"
DO_PIXELGRID_H = "1.0"
PIXELGRID_MIN_W = "0.050000"
PIXELGRID_MAX_W = "0.250000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_GAMMA_H = "5.2"
PIXELGRID_MAX_W = "0.400000"
PIXELGRID_GAMMA_W = "1.500000"
PIXELGRID_Y_MASK = "0.300000"
PIXELGRID_Y_MASK_STEEP = "8.000000"
PIXELGRID_Y_SPARK = "0.500000"
HALO_VS_SCAN = "1.000000"
BLOOM_MIX = "0.1500"
BLOOM_POWER = "3.9"
BLOOM_EYE_INERTIA = "250.000000"
BLOOM_OVER_WHITE = "0.500000"

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#reference "Base.slangp"
IN_GLOW_POWER = "1.500000"
GAMMA_OUT = "0.350000"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.300000"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_GAMMA_W = "4.2"
PIXELGRID_BASAL_GRID = "0.100000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "1.0"
PIXELGRID_GAMMA_H = "5.200000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_DO_SHADOWMASK = "1.0"
PIXELGRID_SHADOWMASK_SHIFT = "1.0"
PIXELGRID_SHADOWMASK_H = "1.0"
HALO_POWER = "0.25"

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#reference "Base.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.1"
LUMINANCE = "0.050000"
TEMPERATURE = "6900.000000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.380000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_G = "0.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "-0.800001"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_OVERMASK = "1.160000"
PIXELGRID_H_PRST = "7.000000"
PIXELGRID_MIN_W = "0.50000"
PIXELGRID_MAX_W = "0.50000"
PIXELGRID_GAMMA_W = "2.200000"
DO_PIXELGRID_H = "0.850000"
PIXELGRID_MIN_H = "0.450000"
PIXELGRID_MAX_H = "1.250000"
PIXELGRID_OFFSET_CORE = "0.06"
PIXELGRID_GAMMA_H = "8.000000"
PIXELGRID_NO_INTERBLEED_H = "4.0"
PIXELGRID_DECON_R_H = "-0.600000"
PIXELGRID_DECON_B_H = "0.600000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.300000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_SPARK = "1.000000"
PIXELGRID_BASAL_GRID = "0.0"
DO_HALO = "1.000000"
HALO_POWER = "0.400000"
HALO_SHARPNESS = "7.0"
HALO_GAMMA = "2.999998"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
BLOOM_POWER = "1.700000"
BLOOM_OVER_WHITE = "0.25"

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#reference "Monitor-Screen_Hmask_Wide-Core_SlotMask.slangp"
PIXELGRID_Y_MASK = "0.000000"

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#reference "Base.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.400000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.300000"
DO_SHIFT_RGB = "0.0"
DO_IN_GLOW = "1.000000"
IN_GLOW_SPREAD = "1.500000"
IN_GLOW_W = "2.000000"
IN_GLOW_H = "7.000000"
IN_GLOW_BIAS = "0.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.400000"
PIXELGRID_MAX_W = "1.000000"
PIXELGRID_GAMMA_W = "5.2"
PIXELGRID_MUL_X = "1.375000"
PIXELGRID_MIN_H = "0.25"
PIXELGRID_MAX_H = "0.8"
PIXELGRID_GAMMA_H = "5.2"
PIXELGRID_DECON_R_H = "0.0"
PIXELGRID_DECON_G_H = "0.0"
PIXELGRID_DECON_B_H = "0.0"
PIXELGRID_Y_MASK = "0.2500000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.500000"
PIXELGRID_Y_MASK_SHIFT = "0.250000"
PIXELGRID_Y_MASK_STEEP = "2.000000"
PIXELGRID_Y_SPARK = "0.000000"
HALO_POWER = "0.3"
HALO_GAMMA = "1.4"
HALO_GAMMA_OUT = "1.2"
HALO_VS_SCAN = "0.5"
BLOOM_MIX = "0.4"

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#reference "../koko-aio-ng.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.680000"
LUMINANCE = "0.200000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.300000"
TEMPERATURE = "7200"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_G = "0.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_SPREAD = "4.000000"
IN_GLOW_W = "-0.799999"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_H_PRST = "5.000000"
PIXELGRID_MIN_W = "0.100000"
PIXELGRID_MAX_W = "0.900000"
PIXELGRID_GAMMA_W = "5.200000"
PIXELGRID_MUL_X = "1.500000"
PIXELGRID_BASAL_GRID = "0.020000"
PIXELGRID_MIN_H = "0.250000"
PIXELGRID_MAX_H = "0.900000"
PIXELGRID_GAMMA_H = "5.200000"
PIXELGRID_DECON_R_H = "-0.600000"
PIXELGRID_DECON_B_H = "0.63"
PIXELGRID_Y_MASK = "0.600000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
PIXELGRID_Y_SPARK = "1.600000"
PIXELGRID_Y_MASK_HEIGHT = "0.5"
PIXELGRID_Y_MASK_SHIFT = "0.25"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.300000"
HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.400000"
HALO_GAMMA_OUT = "1.200000"
HALO_VS_SCAN = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.400000"
BLOOM_GAMMA_OUT = "1.200000"
BLOOM_EYE_ADPT_SRT = "0.600000"
BLOOM_EYE_INERTIA = "750.000000"
DO_CURVATURE = "1.000000"
GEOM_CORNER_SIZE = "0.0050"
GEOM_CORNER_SMOOTH = "150.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.011"
BEZEL_FRAME_ZOOM = "0.170000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.080000"
DO_SPOT = "1.000000"

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#reference "Monitor-VGA-DoubleScan-Green.slangp"
COLOR_MONO_HUE1 = "0.110000"
COLOR_MONO_HUE2 = "0.110000"

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#reference "Monitor-VGA-DoubleScan-ShadowMask.slangp"
IN_GLOW_POWER = "1.000000"
LUMINANCE = "0.000000"
CONTRAST = "-0.020000"
TEMPERATURE = "6500.000000"
IN_GLOW_GAMMA = "2.200000"
GAMMA_OUT = "0.450000"
COLOR_MONO_COLORIZE = "1.000000"
COLOR_MONO_HUE1 = "0.410000"
COLOR_MONO_HUE2 = "0.410000"
COLOR_MONO_HUE_BIAS = "0.010000"
DO_PPERSISTENCE = "1.000000"
PPERSISTENCE_START = "0.900000"
PPERSISTENCE_END = "0.500000"
DO_SHIFT_RGB = "0.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_WARPSHARP_X = "0.75"
IN_GLOW_WARPSHARP_Y = "0.75"
DO_PIXELGRID_H = "0.400000"
PIXELGRID_MAX_H = "1.000000"
PIXELGRID_GAMMA_H = "2.20000"
DO_PIXELGRID_W = "0.000000"
PIXELGRID_DO_SHADOWMASK = "0.000000"
DO_HALO = "0.000000"
BLOOM_MIX = "0.110000"
BLOOM_SIZE = "2.000000"
BLOOM_GAMMA = "2.000000"
BLOOM_GAMMA_OUT = "0.500000"
BLOOM_POWER = "1.300000"
BLOOM_EYE_ADPT_SRT = "0.000000"
BLOOM_EYE_INERTIA = "10.000000"
BLOOM_OVER_WHITE = "0.500000"
S_SIZE = "1.000000"
S_POWER = "0.097000"

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#reference "Monitor-VGA-DoubleScan.slangp"
PIXELGRID_H_PRST = "2.000000"
PIXELGRID_DO_SHADOWMASK = "1.000000"
PIXELGRID_SHADOWMASK_SHIFT = "1.500000"

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#reference "Base.slangp"
BEZEL_R = "0.090000"
BEZEL_G = "0.060000"
BEZEL_B = "0.025000"
BEZEL_CON = "3.0"
BEZEL_REFL_STRENGTH = "0.700000"
BEZEL_ROUGHNESS = "3.000002"
BEZEL_DIFFUSION_STR = "0.100000"
BEZEL_SPCL_STRENGTH = "0.100000"
DO_IN_GLOW = "0.000000"
PIXELGRID_INTR_DISABLE_Y = "2.000000"
PIXELGRID_INTR_FLICK_MODE = "0.000000"
PIXELGRID_DOUBLESCAN = "1.000000"
PIXELGRID_COREY_FAKE_SCAN = "-1.000000"
PIXELGRID_H_PRST = "1.000000"
DO_PIXELGRID_H = "0.600000"
GEOM_CORNER_SIZE = "0.005000"
GEOM_CORNER_SMOOTH = "200.000000"
AMBI_OVER_BEZEL = "0.000000"
AMBI_OVER_BEZEL_SIZE = "0.000000"

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#reference "Base.slangp"
DO_CCORRECTION = "1.000000"
GAMMA_OUT = "0.500000"
DO_SHIFT_RGB = "1.000000"
LUMINANCE = "0.0"
TEMPERATURE = "6500"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "20.000000"
SHIFT_G = "1.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.6"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_SPREAD = "1.000000"
IN_GLOW_W = "2.000000"
IN_GLOW_H = "2.000000"
IN_GLOW_BIAS = "0.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_SIZE_W = "0.000000"
PIXELGRID_MIN_W = "0.300000"
PIXELGRID_MAX_W = "0.460000"
PIXELGRID_GAMMA_W = "4.2"
PIXELGRID_H_COUNT = "4.000000"
PIXELGRID_R_SHIFT = "0.700000"
PIXELGRID_G_SHIFT = "2.000000"
PIXELGRID_B_SHIFT = "3.299999"
PIXELGRID_MUL_X = "0.875000"
PIXELGRID_MIN_H = "0.700000"
PIXELGRID_MAX_H = "0.800000"
PIXELGRID_GAMMA_H = "4.2"
PIXELGRID_DECON_R_H = "0.0"
PIXELGRID_DECON_G_H = "0.0"
PIXELGRID_DECON_B_H = "0.0"
PIXELGRID_Y_MASK = "0.6"
PIXELGRID_Y_MASK_COORDS = "1.0"
PIXELGRID_Y_MASK_HEIGHT = "0.5"
PIXELGRID_Y_MASK_SHIFT = "0.12"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
PIXELGRID_Y_MASK_STEEP = "30.000000"
PIXELGRID_Y_SPARK = "0.0"
PIXELGRID_BASAL_GRID = "0.02"
DO_HALO = "0.0"
DO_BLOOM = "0.0"

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#reference "Base.slangp"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.50000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.310000"
LUMINANCE = "0.0"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_G = "0.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_BIAS = "0.000000"
IN_GLOW_SPREAD = "2.350002"
IN_GLOW_W = "-0.599999"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MIN_W = "0.200000"
PIXELGRID_MAX_W = "0.400000"
PIXELGRID_MUL_X = "2.000000"
PIXELGRID_GAMMA_W = "4.2"
PIXELGRID_BASAL_GRID = "0.020000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.950000"
PIXELGRID_GAMMA_H = "5.2"
PIXELGRID_DECON_R_H = "-0.400000"
PIXELGRID_DECON_B_H = "0.400000"
PIXELGRID_Y_MASK = "0.480000"
PIXELGRID_Y_MASK_COORDS = "1.0"
PIXELGRID_Y_MASK_SHIFT = "0.0"
PIXELGRID_Y_MASK_HEIGHT = "0.625000"
PIXELGRID_Y_MASK_ON_WHITE = "0.670000"
//PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_MASK_STEEP = "2.000000"
PIXELGRID_Y_SPARK = "1.5"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.1"
HALO_SHARPNESS = "7.000000"
HALO_GAMMA = "1.999999"
HALO_VS_SCAN = "0.500000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.200000"
BLOOM_GAMMA = "2.000000"
BLOOM_POWER = "1.500000"
BLOOM_OVER_WHITE = "0.000000"
DO_VIGNETTE = "1.000000"
DO_SPOT = "1.000000"

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#reference "Monitor-for_HiNits.slangp"
PIXELGRID_Y_SPARK = "0.250000"
IN_GLOW_POWER = "1.6"
GAMMA_OUT = "0.320000"
DO_HALO = "0.0"

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#reference "Tv-NTSC_Megadrive-FXAA_sharp-Selective.slangp"
NTSC_FILTER_WIDTH = "13.000000"
NTSC_FILTER_FC = "2.500000"
NTSC_PHASE_SHIFT = "1.000000"
NTSC_ARTF_NOBLUR = "0.000000"
NTSC_ARTF_ZAP = "0.500000"
NTSC_FILTER_SCF = "1.0"
NTSC_MIX = "0.5"
IN_GLOW_W = "-0.7"
IN_GLOW_H = "-0.7"

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#reference "Base.slangp"
IN_GLOW_POWER = "1.400000"
LUMINANCE = "0.300000"
GAMMA_OUT = "0.50000"
DO_FXAA = "1.000000"
DO_NTSC_ARTIFACTS = "1.000000"
NTSC_MIX = "0.3"
NTSC_ARTF_TRSH = "0.150000"
NTSC_ARTF_NOBLUR = "1.500000"
NTSC_ARTF_ZAP = "0.500000"
NTSC_ARTF_NOBLEED = "1.000000"
DO_SAT_BLEED = "1.000000"
SAT_BLEED_SIZE = "2.0"
SAT_BLEED_FALLOFF = "1.7"
SAT_BLEED_STRENGTH = "1.000000"
DO_SHIFT_RGB = "0.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_W = "0.500000"
IN_GLOW_H = "0.499991"
DO_PIXELGRID = "1.000000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MIN_W = "0.25"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_GAMMA_W = "4.2"
PIXELGRID_BASAL_GRID = "0.10000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_GAMMA_H = "5.1"
PIXELGRID_DECON_R_H = "0.0"
PIXELGRID_DECON_G_H = "0.0"
PIXELGRID_DECON_B_H = "0.0"
PIXELGRID_OFFSET_CORE = "0.120000"
PIXELGRID_Y_MASK = "0.350000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "1.000000"
PIXELGRID_Y_MASK_SHIFT = "0.110000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_SPARK = "1.0"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "0.0"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "7.0"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.900000"

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#reference "PSP-Overlay-Night-Small.slangp"
BG_IMAGE_ZOOM = "1.30"
GLOBAL_ZOOM = "0.74"
GLOBAL_OFFY = "0.03575"
GLOBAL_OFFX = "-0.00065"

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#reference "PSP.slangp"
DO_CURVATURE = "0.0"
AMBI_STEPS = "5.000000"
DO_BG_IMAGE = "1.000000"
DO_GLOBAL_SHZO = "1.000000"
ASPECT_X = "256.000000"
ASPECT_Y = "146.000000"

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#reference "../koko-aio-ng.slangp"
bg_under = "../../textures/overlays/psp-e1000.jpg"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.300001"
TEMPERATURE = "6500.000000"
GAMMA_OUT = "1.000000"
DO_GLOW = "0.0"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_WARPSHARP_X = "0.0"
IN_GLOW_WARPSHARP_Y = "0.0"
RESSWITCH_GLITCH_SIZE = "0.000000"
MIN_LINES_INTERLACED = "0.000000"
DO_PIXELGRID = "1.000000"
DO_PIXELGRID_H = "1.000000"
PIXELGRID_MIN_H = "0.900000"
PIXELGRID_MAX_H = "0.900000"
PIXELGRID_GAMMA_H = "1.000000"
PIXELGRID_NO_INTERBLEED_H = "1.500000"
DO_PIXELGRID_W = "0.650000"
PIXELGRID_MIN_W = "0.450000"
PIXELGRID_MAX_W = "1.000000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.150000"
PIXELGRID_Y_MASK_STEEP = "13.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.050000"
HALO_SHARPNESS = "6.500000"
HALO_GAMMA = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
DO_CURVATURE = "1.0"
GEOM_WARP_X = "0.000000"
GEOM_WARP_Y = "0.000000"
GEOM_CORNER_SMOOTH = "800.000000"
DO_BG_IMAGE = "0.000000"
BG_IMAGE_OFFX = "0.000500"
BG_IMAGE_ZOOM = "1.000000"
BG_IMAGE_ROTATION = "-8.000000"
BG_IMAGE_NIGHTIFY = "0.800000"
BG_IMAGE_WRAP_MODE = "1.000000"
DO_AMBILIGHT = "1.0"
AMBI_STEPS = "60.000000"
AMBI_POWER = "2.000000"
AMBI_STRETCH = "0.150000"
AMBI_GAMMA = "2.000000"
AMBI_BG_IMAGE_BLEND_MODE = "1.000000"
AMBI_ADD_ON_BLACK = "0.000000"
AMBI_BG_IMAGE_FORCE = "0.500000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.400000"
V_POWER = "1.000001"
DO_GLOBAL_SHZO = "0.000000"
GLOBAL_OFFX = "-0.000500"
GLOBAL_OFFY = "0.027500"
GLOBAL_ZOOM = "0.570000"
ASPECT_X = "16.0"
ASPECT_Y = "9.0"
DO_DYNZOOM = "0.000000"

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# Koko-aio shader is meant to be an all-in one crt shader.
# It can be configured with many parameters, so that can be
# scaled to run on even on modest gpus while still developed to
# run with heavier presets on at least Haswell+ iGpus.
# It is not meant to simulate the internal behaviour of CRT displays,
# but to give users the parameters to make their monitors to look similar.
# Several presets are included.
# Actually it provides emulation for:
# scanlines, screenlines, RGB vertical masks, horizontal slot masks,
# glowing, haloing, blooming, gamma and SATURATION correction,pixel_outi
# black frame insertions, interlace emulation, antialiasing.
# External code by:
# * Nvidia (FXAA)
# Bezel texture contains the following infomations:
# - The red channel represents the luminance information
# - The green channel represents the highlights
# - The alpha channel in the inner frame represents the part of the bezel that will be filled by the game content
# - The blue channel represents the part of the bezel that will be filled by the game reflection.
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
monitor_body_curved = "../textures/monitor_body_curved.png"
monitor_body_curved_linear = "true"
# Does this work?
monitor_body_curved_wrap_mode = "clamp_to_edge"
monitor_body_curved_mipmap = "true"
monitor_body_straight = "../textures/monitor_body_straight.png"
monitor_body_straight_linear = "true"
# Does this work?
monitor_body_straight_wrap_mode = "clamp_to_edge"
monitor_body_straight_mipmap = "true"
bg_under = "../textures/background_under.png"
bg_under_linear = "true"
bg_under_wrap_mode = "mirrored_repeat"
bg_under_mipmap = "false"
bg_over = "../textures/background_over.png"
bg_over_linear = "true"
bg_over_wrap_mode = "mirrored_repeat"
bg_over_mipmap = "false"
#This is for support for arcade backdrop pictures, enable it in config.inc.
backdrop = "../textures/boothill.jpg"
backdrop_linear = "true"
backdrop_wrap_mode = "mirrored_repeat"
backdrop_mipmap = "true"
shaders = 17
# The very first pass emulates:
# Ntsc color artifacting
# Color tools
# Ghosting
# Phosphor persistance
# Geometry override shifting (so it needs clamp_to _border)
# It generates mipmaps to be used by several passes afterwards
# Also, it carries a series of debug patterns that need to be activated by modifying
# some #defines in the pass itself
#ASMDEBUG GLSL27
shader0 = ../shaders-ng/colortools_and_ntsc_pass.slang
alias0 = "colortools_and_ntsc_pass"
#float_framebuffer needed by phosphor persistance
scale_type0 = source
scale0 = 1.0
// (**Note 0)
// Watch out for filter_linear0 and wrap_mode0
// In retroarch, metadatas such as the followings, usually applies to the
// previous pass (Original, in this case).
// However it seems that those metadatas are applied to the feedback of the pass itself.
// Now, since we need to compare colortools_and_ntsc_pass and colortools_and_ntsc_passFeedback
// for Deltarender purposes, it is important that they share the same filtering and wrap mode.
// Hence, we have to set the following as the same of float_framebuffer0,filter_linear0 and wrap_mode0
float_framebuffer0 = "true"
filter_linear0 = "true"
wrap_mode0 = "mirrored_repeat"
# This pass emulates the flickering observed on crts when the input signal is interlaced
# and there is high brightness difference between adiacent scanlines.
#
# Note that the wrap_mode is set to "mirrored_repeat".
# This allow to cheaply generate a mirrored image that will be used later on to
# draw reflections on the bezel.
#
# Also, it upscales the input signal to 2X.
# This is needed because FXAA, the glow and the halo pass works best with at least 640x480 resolution.
# Note that this is needed only for lowres content, but if the input signal is already at that
# size, there is no need to scale to 2x, and it is possible to gain performance by turning
# scale_x1 and scale_y1 from 2.0 to 1.0.
#
# A special note for P-UAE core (Commodore Amiga), is needed, because it outputs by default to
# 720 pixel width and about 280p; this means that for P-UAE you can use scale_x1 = 1.0
# and only scale_y1 = 2.0 is needed.
# As an alternative option you can configure P-UAE to always output to low resolution for x and y
# But this way you loose the emulation for hires content (not much games uses it anyway).
# ASMDEBUG: GLSL30
shader1 = ../shaders-ng/flick_and_noise.slang
alias1 = "flick_and_noise_pass"
scale_type1 = source
scale_x1 = 1.0
scale_y1 = 1.0
mipmap_input1 = "true"
//(See **Note 0)
wrap_mode1 = "mirrored_repeat"
float_framebuffer1 = "true"
filter_linear1 = "true"
# Nvidia fxaa pass:
# works good for "SD" resolutions
# FXAA don't really need any mipmap, but since mipmaps from first_pass are needed by
# some subsequent passes, specify that FXAA_pass wants mipmaps
# makes first_pass mipmaps available to everyone.
# Even if theoretically not needed, texture() occurrence in FXAA_pass needed to be switched
# to textureLod(..,0.0) or it acts weird, don't ask me why.
# ASMDEBUG: GLSL33
shader2 = ../shaders-ng/fxaa.slang
alias2 = "FXAA_pass"
filter_linear2 = true
scale_type2 = source
scale2 = 1.0
//this *has* to be clamp_to_border because specular reflections need to turn to black
//if geometry content override is shifting/zooming out the image.
wrap_mode2 = "clamp_to_border"
# This pass emulates NTSC/PAL composite color bleeding and deconvergence
# deconvergence should really be applied in th final pass, but it is too heavy there.
# This pass also apply the input gamma needed for glow pass.
# ASMDEBUG: GLSL36
shader3 = ../shaders-ng/shift_and_bleed.slang
alias3 = "shift_and_bleed_pass"
filter_linear3 = true
scale3 = 1.0
scale_type3 = source
float_framebuffer3 = true
wrap_mode3 = "mirrored_repeat"
# Blur and/or glows and/or sharpens the image as requested
# This passes aims to simulate the signal input power.
# ASMDEBUG: GLSL39
shader4 = ../shaders-ng/in_glow_x.slang
alias4 = "in_glow_pass_x"
filter_linear4 = true
scale4 = 1.0
scale_type4 = source
float_framebuffer4 = true
wrap_mode4 = "clamp_to_edge"
# ASMDEBUG: GLSL42
shader5 = ../shaders-ng/in_glow_y.slang
alias5 = "in_glow_pass"
filter_linear5 = true
scale5 = 1.0
scale_type5 = source
float_framebuffer5 = true
wrap_mode5 = "clamp_to_border"
# This essentially is the same as glowing by a code point of view.
# But the result of this pass will be added (+) to the input signal
# in the final pass.
# ASMDEBUG: GLSL45
shader6 = ../shaders-ng/halo_pre_gamma.slang
alias6 = "halo_pre_gamma_pass"
filter_linear6 = true
scale6 = 1.0
scale_type6 = source
float_framebuffer6 = true
# This has to be clamp_to_border in order for the glow pass to return a black frame
# around it, which is needed so that when using geometry override and zooming out the content,
# it will have black surrounding.
wrap_mode6 = "clamp_to_border"
# ASMDEBUG: GLSL48
shader7 = ../shaders-ng/halo.slang
alias7 = "halo_pass"
filter_linear7 = true
scale7 = 1.0
scale_type7 = source
float_framebuffer7 = true
wrap_mode7 = "clamp_to_border"
# Get the average luminance needed by ambilight here.
# The rgb channels of the following pass contains luminance info
# Used by the bezel code to light up the bezel corners.
# The alpha channel contains the sum/3.0 of rgb channels
# used to detect scene changes.
# This pass computes the average luminance of the image
# by grabbing a mipmap from colortools_and_ntsc_pass.
# It stores at:
# alpha@coords 0.25,0.25 at reduced sampling to aid ambient light scene change detection
# alpha@coords 0.75,0.75 temporally smoother for use with bloom exposure and dynamic zoom
# rgb: it puts a small mipmap from colortools_and_ntsc_pass used to light-up the bezel highlights.
# alpha@other coords: simple continuous sampling used to modulate bezel highlights strength.
# ASMDEBUG: GLSL51
shader8 = ../shaders-ng/avglum_pass.slang
alias8 = "avglum_pass"
filter_linear8 = true
scale_type8 = source
scale8 = 0.5
wrap_mode8 = "clamp_to_border"
float_framebuffer8 = "true"
# The following passes will blur the mirrored part of first_pass
# to emulate soft bezel reflections.
# ASMDEBUG: GLSL54
shader9 = ../shaders-ng/reflection_blur_pre.slang
alias9 = "reflected_blurred_pass_pre"
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
wrap_mode9 = "clamp_to_border"
# ASMDEBUG: GLSL57
shader10 = ../shaders-ng/reflection_blur.slang
alias10 = "reflected_blurred_pass"
filter_linear10 = true
scale_type10 = source
scale10 = 1.0
wrap_mode10 = "mirrored_repeat"
# In the following passes we emulate bloom effect.
# Since the radius has to be high, we sample first_pass
# and then do other blur passes at reduced size to keep it fast.
# Every blur pass samples radially around the center and offsets
# the starting point in every subsequent pass.
# ASMDEBUG: GLSL60
shader11 = ../shaders-ng/bloom_pass_1.slang
alias11 = "bloom_pass_1"
filter_linear11 = true
scale_type11 = source
scale11 = 1.0
wrap_mode11 = "mirrored_repeat"
# ASMDEBUG: GLSL63
shader12 = ../shaders-ng/bloom_pass_2.slang
alias12 = "bloom_pass_2"
filter_linear12 = true
scale_type12 = source
scale12 = 0.5
wrap_mode12 = "clamp_to_edge"
# ASMDEBUG: GLSL66
shader13 = ../shaders-ng/bloom_pass_3.slang
alias13 = "bloom_pass_3"
filter_linear13 = true
scale_type13 = source
scale13 = 1.0
wrap_mode13 = "clamp_to_edge"
# ASMDEBUG: GLSL69
shader14 = ../shaders-ng/bloom_pass_4.slang
alias14 = "bloom_pass_final"
filter_linear14 = true
scale_type14 = source
scale14 = 1.0
wrap_mode14 = "mirrored_repeat"
float_framebuffer14 = "true"
# Use mipmaps from colortools_and_ntsc_pass to light virtual leds under the virtual monitor
# and temporally smooth led lights.
# Extra logic makes it possible to lower the led reaction time when a scene change is detected.
# this is achieved through average luminance sampling from avglum_pass
# ASMDEBUG: GLSL72
shader15 = ../shaders-ng/ambi_temporal_pass.slang
alias15 = "ambi_temporal_pass"
filter_linear15 = true
scale_type15 = viewport
scale15 = 0.05
wrap_mode15 = "clamp_to_border"
float_framebuffer15 = true
# This pass pass will do everything needed to happen at screen coordinates:
# * The composition of the previous passes with the bloomed image,
# * vignette and spot light
# * Scanlines
# * Phosphors masks
# * Black frame insertions
# * Bezel
# * Background images
# ASMDEBUG: GLSL75
shader16 = ../shaders-ng/final_pass.slang
alias16 = "final_pass"
filter_linear16 = true
scale_type16 = viewport
scale16 = 1.0
wrap_mode16 = "mirrored_repeat"

View File

@ -0,0 +1,3 @@
These presets match the upper folder presets, but without internal upscaling.
This lowers GPU load and maintains similar quality,
assuming the game's native resolution is sufficient.

View File

@ -23,7 +23,6 @@
#define LCD_ANTIGHOSTING 0.0
// APPEARANCE SETTINGS ////////////////////////////////////////////////////////
// Haloing happens on a scanlined/gapped image or not
@ -88,6 +87,11 @@
//Set it roughly to (tube size / bezel total size)
#define BEZEL_REFL_FADEOUT_START 0.90
//Values to adapt bezel tilting to content tilting.
//I'm not sure what they depends on; works fine on standard bezel tho.
#define BEZEL_TILT_MULTIPLIER 1.23
#define BEZEL_TILT_Y_SHIFT 0.32
// AMBIENT LIGHT STATIC CONFIG ##########################################################################################
@ -127,19 +131,24 @@
#define IN_GLOW_BIAS_MAX 1.0
//Try to keep blur sizes consistent across input resolutions
#define SCALEMOD_X 360
#define SCALEMOD_Y 270
#define NEW_SCALEMOD_X (global.flick_and_noise_passSize.x/(360.0*2.0) / 2.2)
#define NEW_SCALEMOD_Y (global.flick_and_noise_passSize.y/(270.0*2.0) / 2.2)
#define NEW_SCALEMOD_REF_X 360.0
#define NEW_SCALEMOD_REF_Y 270.0
#define NEW_SCALEMOD_X (global.flick_and_noise_passSize.x/(NEW_SCALEMOD_REF_X*2.0) / 2.2)
#define NEW_SCALEMOD_Y (global.flick_and_noise_passSize.y/(NEW_SCALEMOD_REF_Y*2.0) / 2.2)
//Hardcoded radius scale factor used by bloom and halo.
#define BLOOM_AND_HALO_SCALE_FACTOR 360.0
// AUTOCROP
//which coords holds the autocrop zoom value
#define AUTOCROP_SAMPLING_POINT vec2(0.125)
// Luminosity tied zoom sampling point
#define DYN_ZOOM_SAMPLING_POINT vec2(0.75)
// RESOLUTION SWITCH GLITCH EMULATION ##########################################################################################
//Where to sample alpha from avglum pass to understand if resolution has changed (very internal setting)
#define RESSWITCH_SAMPLING_POINT vec2(0.95)
#define RESSWITCH_SAMPLING_POINT vec2(0.9)
//How much the resolution have to change for shake to be activated (in relation to the old size).
#define RESSWITCH_GLITCH_TRESHOLD 0.1
//How fast is the shake [0.01 -> 1]
@ -152,6 +161,8 @@
//Temporal noise strength applied on green channel when green is dark over ambient lights (multiplied by NOISEPOWER)
#define NOISEPOWER_AMBI_MUL 3.0
// This is an attempt to improve preceived motion clarity by flickering the moving part of the game
#define FLICKER_IN_MOTION 0.0
// STATIC CONFIG ENDS HERE ##########################################################################################

View File

@ -3,30 +3,37 @@
// KEEP A BACKUP OF THIS FILE IF YOU MODIFY IT!
//
// There yoy have a chance to boost your FPS,
// the more lines you insert, the more your FPS will be high.
// the more lines you insert (or uncomment), the more your FPS will be high.
//
// The downside of using this method is that every setting
// you will write here, will be static and so that
// you will NOT BE ABLE RO MODIFY it "on-the-fly" in Retroarch anymore.
//
// Lines have this format: #define PARAMETER VALUE
// Lines have this format: //#define PARAMETER VALUE //DESCRIPTION
// where:
// "//" means a comment; read: Everything after "//" is simply ignored.
// * PARAMETER is the shader parameter as defined in config.inc
// (look for lines starting with #pragma there).
// * VALUE is the value you want to assign to that parameter.
// (it is the same you would assign to that within retroarch)
// * DESCRIPTION is the associated label in retroarch menu, reported here just for convenience
// (not needed nor taken into account, so if they differ a bit, it don't mind)
//
// Almost if not all of the parameters are reported here but commented (prepended with the double slash //)
// Since a double slash means that everything after it is ignored,
// then you have to remove the leadings "//"
//
// Notice, there is no equal sign, nor double quotes, so, eg:
// If you know that you will always use the bezel frame:
// #define DO_BEZEL 1.0
// If you know that you will always use the bezel frame, you will have:
// #define DO_BEZEL 1.0 //Bezel enable?
//
// If you know you'll never alter the contrast:
// #define CONTRAST 0.0
// #define CONTRAST 0.0 //Contrast in
//
// If you know your curvature will never change:
// #define GEOM_WARP_X
// If you know your curvature // will never change:
// #define GEOM_WARP_X //Warp X
//
// You can disable a line by erasing it or,
// As said, you can disable a line by erasing it or,
// since everything after "//" is ignored,
// by prepending "//", eg:
//
@ -38,279 +45,277 @@
//
// #define DO_CCORRECTION 1.000000
// #define IN_GLOW_POWER 1.500000
// #define LUMINANCE 0.2
// #define BRIGHTNESS 0.0
// #define CONTRAST 0.0
// #define ADAPTIVE_BLACK 0.1
// #define TEMPERATURE 7700.000000
// #define IN_GLOW_GAMMA 2.000000
// #define GAMMA_OUT 0.4
// #define COLOR_MONO_COLORIZE 0.0
// #define COLOR_MONO_HUE1 0.25
// #define COLOR_MONO_HUE2 0.3
// #define COLOR_MONO_HUE_BIAS 0.0
// #define SATURATION 1.0
// #define VIBRANCE 0.0
// #define DO_CCORRECTION 1.0 // ★ Color corrections enable?
// #define IN_GLOW_POWER 1.5 // Input signal gain
// #define LUMINANCE 0.2 // Luminance push
// #define BRIGHTNESS 0.0 // Brightness in
// #define CONTRAST 0.0 // Contrast in
// #define ADAPTIVE_BLACK 0.1 // Adaptive Black level range
// #define TEMPERATURE 7700.0 // Temperature in (6500=off)
// #define IN_GLOW_GAMMA 2.0 // Gamma In (applied at the beginning)
// #define GAMMA_OUT 0.4 // Gamma out (applied at the end)
// #define COLOR_MONO_COLORIZE 0.0 // Monochrome screen colorization
// #define COLOR_MONO_HUE1 0.25 // . Hue bright
// #define COLOR_MONO_HUE2 0.3 // . Hue dark
// #define COLOR_MONO_HUE_BIAS 0.0 // . Hue bright-dark bias
// #define SATURATION 1.0 // Saturation in (1.0=off)
// #define VIBRANCE 0.0 // Vibrance in (0.0=off)
// #define DO_FXAA 0.0
// #define DO_FXAA 0.0 // ★ FXAA enable?
// #define DO_RF_NOISE 0.0
// #define RF_NOISE_STRENGTH 0.05
// #define DO_RF_NOISE 0.0 // ★ RF Noise enable?
// #define RF_NOISE_STRENGTH 0.05 // Strength
// #define DO_DEDITHER 0.0
// #define DEDITHER_TRESHMAX 1.2
// #define DEDITHER_STRENGTH 0.8
// #define DEDITHER_STRENGTH2 0.0
// #define DO_DEDITHER 0.0 // ★ Dedither enable? (not with NTSC artifacts)
// #define DEDITHER_TRESHMAX 1.2 // Sensitivity
// #define DEDITHER_STRENGTH 0.8 // Basic search strength
// #define DEDITHER_STRENGTH2 0.0 // Extensive search strength
// #define DO_NTSC_ARTIFACTS 0.0
// #define NTSC_MIX 0.5
// #define NTSC_FILTER_WIDTH 17.0
// #define NTSC_FILTER_SCF 5.30
// #define NTSC_FILTER_FC 2.5
// #define NTSC_PHASE_SHIFT 0.0
// #define NTSC_ARTF_TRSH 0.1
// #define NTSC_SHOW_ARTF_MASK 0.0
// #define NTSC_ARTF_NOBLUR 0.0
// #define NTSC_ARTF_NOBLEED 0.0
// #define NTSC_ARTF_ZAP 0.0
// #define DO_NTSC_ARTIFACTS 0.0 // ★ CVBS: NTSC color artifacts enable?
// #define NTSC_MIX 0.5 // Strength
// #define NTSC_FILTER_WIDTH 17.0 // Filter width
// #define NTSC_FILTER_SCF 5.30 // Subcarrier Frequency mul
// #define NTSC_FILTER_FC 2.5 // Frequency cutoff
// #define NTSC_PHASE_SHIFT 0.0 // Phase shift
// #define NTSC_ARTF_TRSH 0.1 // . Consider artifacts above this treshold
// #define NTSC_SHOW_ARTF_MASK 0.0 // . Show the mask of selected artifacts (debug)
// #define NTSC_ARTF_NOBLUR 0.0 // . 1* Under treshold: Cancel blur (Glow)
// #define NTSC_ARTF_NOBLEED 0.0 // . 2* Under treshold: Cancel Bandwidth limited chroma"
// #define NTSC_ARTF_ZAP 0.0 // . 3* Under treshold: Cancel artifacts"
// #define DO_SAT_BLEED 0.0
// #define SAT_BLEED_PAL 0.0
// #define SAT_BLEED_STRENGTH 1.0
// #define SAT_BLEED_SIZE 5.0
// #define SAT_BLEED_FALLOFF 1.7
// #define DO_SAT_BLEED 0.0 // ★ CVBS: Bandwidth limited chroma enable?
// #define SAT_BLEED_PAL 0.0 // Use PAL colorspace, not NTSC
// #define SAT_BLEED_STRENGTH 1.0 // Strength
// #define SAT_BLEED_SIZE 5.0 // Size (capped to 5.0 in d3d)
// #define SAT_BLEED_FALLOFF 1.7 // Falloff
// #define DO_PPERSISTENCE 0.0
// #define PPERSISTENCE_START 0.9
// #define PPERSISTENCE_END 0.5
// #define DO_PPERSISTENCE 0.0 // ★ Persistence of phosphors enable?
// #define PPERSISTENCE_START 0.9 // Early decay
// #define PPERSISTENCE_END 0.5 // Late Persistence
// #define DO_SHIFT_RGB 1.000000
// #define OFFSET_STRENGTH 0.300000
// #define SHIFT_R -20.000000
// #define SHIFT_G 0.000000
// #define SHIFT_B 20.000000
// #define DO_SHIFT_RGB 1.0 // ★ Deconvergence enable?
// #define OFFSET_STRENGTH 0.3 // Strength
// #define SHIFT_R -20.0 // Red offset
// #define SHIFT_G 0.0 // Green offset
// #define SHIFT_B 20.0 // Blue offset
// #define DO_IN_GLOW 1.000000
// #define IN_GLOW_BIAS 1.0
// #define IN_GLOW_SPREAD 0.6
// #define IN_GLOW_W -0.80000
// #define IN_GLOW_H 7.000000
// #define DO_IN_GLOW 1.0 // ★ Glow/Blur enable?
// #define IN_GLOW_BIAS 1.0 // Glow to blur bias
// #define IN_GLOW_SPREAD 0.6 // Glow light gain
// #define IN_GLOW_SPREAD_SHARPNESS // Glow light sharpness
// #define IN_GLOW_W -0.80000 // Sharp X (neg=use BOX unsharp)
// #define IN_GLOW_H 7.0 // Sharp Y (neg=use BOX unsharp)
// #define IN_GLOW_WARPSHARP_X 0.4 // Warped glow (X)
// #define IN_GLOW_WARPSHARP_Y 0.4 // Warped glow (Y)
// #define IN_GLOW_WARPSHARP_GAMMA 1.0 // Warped glow dynamics (1.0=linear)
// #define TATE 1.0
// #define RESSWITCH_GLITCH_SIZE 0.1
// #define DO_PIXELGRID 1.000000
// #define PIXELGRID_OVERMASK 1.00000
// #define DO_PIXELGRID_W 1.0
// #define PIXELGRID_SIZE_W 1.0
// #define PIXELGRID_MUL_X 1.0
// #define PIXELGRID_H_PRST 3.000000
// #define TATE 1.0 // ★ Tate mode (0:disabled 1:auto 2:forced)
// #define PIXELGRID_H_COUNT 3.0
// #define PIXELGRID_R_SHIFT 0.0
// #define PIXELGRID_G_SHIFT 1.0
// #define PIXELGRID_B_SHIFT 2.0
// #define PIXELGRID_MIN_W 0.25
// #define PIXELGRID_MAX_W 0.40
// #define PIXELGRID_GAMMA_W 1.5
// #define PIXELGRID_BASAL_GRID 0.02
// #define RESSWITCH_GLITCH_SIZE 0.1 // ★ Glitch amount if vertical resolution changes
// #define DO_PIXELGRID_H 1.0
// #define PIXELGRID_COREY_FAKE_SCAN 0.0
// #define PIXELGRID_DOUBLESCAN 0.0
// #define PIXELGRID_MIN_H 0.300000
// #define PIXELGRID_MAX_H 0.700000
// #define PIXELGRID_INFLATION 0.5
// #define PIXELGRID_GAMMA_H 5.2
// #define PIXELGRID_NO_INTERBLEED_H 1.0
// #define PIXELGRID_H_ANTIMOIRE 0.0
// #define PIXELGRID_OFFSET_CORE 0.00000
// #define PIXELGRID_DECON_R_H 0.0
// #define PIXELGRID_DECON_G_H 0.0
// #define PIXELGRID_DECON_B_H 0.0
// #define PIXELGRID_H_DEDOT 0.0
// #define LABEL_INTERLACE 0.0
// #define MIN_LINES_INTERLACED 380.0
// #define PIXELGRID_INTR_DISABLE_Y -1.0
// #define LabelDescIntlScan1 0.0
// #define LabelDescIntlScan2 0.0
// #define PIXELGRID_INTR_FLICK_MODE 2.0
// #define PIXELGRID_INTR_FLICK_POWR 0.25
// #define MIN_LINES_INTERLACED 380.0 // . Consider Hi-Resolution above # lines (0=never):
// #define PIXELGRID_INTR_DISABLE_Y -1.0 // . Hi-Res scanlines type (read docs):
// #define PIXELGRID_INTR_GAMMA_ADJ 0.9 // . Interlaced brighness push (less is more, not for OLEDs)
// #define PIXELGRID_INTR_FLICK_MODE 2.0 // . Scanlines flicker (0=off,1=on,2=if Hi-Res)
// #define PIXELGRID_INTR_FLICK_POWR 0.25 // . Flicker power
// #define PIXELGRID_Y_MASK 0.000000
// #define PIXELGRID_Y_MASK_COORDS 0.000000
// #define PIXELGRID_Y_MASK_HEIGHT 1.000000
// #define PIXELGRID_Y_MASK_OFFSET 1.0
// #define PIXELGRID_Y_MASK_SHIFT 0.150000
// #define PIXELGRID_Y_MASK_STEEP 1.000000
// #define PIXELGRID_Y_MASK_ON_WHITE 0.000000
// #define PIXELGRID_Y_SPARK 1.000000
// #define DO_PIXELGRID 1.0 // ★ Low level Phosphor grid enable?
// #define PIXELGRID_OVERMASK 1.0 // Overmask (1.0 = neutral)
// #define PIXELGRID_DO_SHADOWMASK 0.0
// #define PIXELGRID_SHADOWMASK_H 0.0
// #define PIXELGRID_SHADOWMASK_SHIFT 1.0
// #define DO_PIXELGRID_H 1.0 // ★ Scanlines (0 to disable)
// #define PIXELGRID_DOUBLESCAN 0.0 // . Double-scan low input resolutions
// #define PIXELGRID_COREY_FAKE_SCAN 0.0 //
// #define PIXELGRID_MIN_H 0.3 // . Fake integer scanlines (-1=auto)
// #define PIXELGRID_MAX_H 0.7 // . Phosphors height Max
// #define PIXELGRID_GAMMA_H 5.2 // . Phosphors height min->max gamma:
// #define PIXELGRID_NO_INTERBLEED_H 1.0 // . Inter line extra steepness (1.0 to disable)
// #define PIXELGRID_H_ANTIMOIRE 0.0 // . Anti-moire sweet spot (disables Y deconvergence)
// #define PIXELGRID_OFFSET_CORE 0.0 // . Slotmask(fake) offset (not with anti-moire)
// #define PIXELGRID_DECON_R_H 0.0 // . Deconvergence Y: R phosphor
// #define PIXELGRID_DECON_G_H 0.0 // . Deconvergence Y: G phosphor
// #define PIXELGRID_DECON_B_H 0.0 // . Deconvergence Y: B phosphor
// #define PIXELGRID_H_DEDOT 0.0 // . Dedot mask between scanlines (use only if needed!)
// #define DO_DOT_MATRIX 0.0
// #define DOT_M_G_STR 0.0
// #define DOT_M_G_TRESH 1.1
// #define DOT_M_G_BRT 0.0
// #define DOT_M_G_SHARP 0.0
// #define DOT_M_MBLUR_STR 0.45
// #define DOT_M_MBLUR_MODE 0.0
// #define DOT_M_SHADOW_STR 0.0
// #define DOT_M_SHADOW_OFF 0.0
// #define DOT_M_MULTIPLY 1.0
// #define DO_PIXELGRID_W 1.0 // ★ Horizontal mask (0 to disable)
// #define PIXELGRID_SIZE_W 1.0 // . Resolution: (core or screen)
// #define PIXELGRID_MUL_X 1.0 // . Cell size multiplier x (neg=divider):
// #define PIXELGRID_H_PRST 3.0 // . Mask type preset (0: for manual)
// #define PIXELGRID_H_COUNT 3.0 // . 0: Phosphors+gap count (mask size)
// #define PIXELGRID_R_SHIFT 0.0 // . 0: R phospor position
// #define PIXELGRID_G_SHIFT 1.0 // . 0: G phospor position
// #define PIXELGRID_B_SHIFT 2.0 // . 0: B phospor position
// #define PIXELGRID_MIN_W 0.25 // . Phosphors width Min
// #define PIXELGRID_MAX_W 0.40 // . Phosphors width Max
// #define PIXELGRID_GAMMA_W 1.5 // . Phosphors width min->max gamma:
// #define PIXELGRID_BASAL_GRID 0.02 // . Black level of the unexcided phosphor grid
// #define PIXELGRID_Y_MASK 0.0 // ★ Vertical cell Mask (aperturegrille/slotmask)
// #define PIXELGRID_Y_MASK_COORDS 0.0 // . Resolution: (core or screen)
// #define PIXELGRID_Y_MASK_HEIGHT 1.0 // . Height divider (neg = multiplier):
// #define PIXELGRID_Y_MASK_OFFSET 1.0 // . Even/odd Y offset (slotmask)
// #define PIXELGRID_Y_MASK_SHIFT 0.15 // . Vertical shift (neg = auto)
// #define PIXELGRID_Y_MASK_STEEP 1.0 // . Steepness
// #define PIXELGRID_Y_MASK_ON_WHITE 0.0 // . Fadeout under light
// #define PIXELGRID_Y_SPARK 1.0 // . Sparkling look punch
// #define PIXELGRID_DO_SHADOWMASK 0.0 // ★ Shadowmask
// #define PIXELGRID_SHADOWMASK_H 0.0 // . X staggering
// #define PIXELGRID_SHADOWMASK_SHIFT 1.0 // . Phosphor height
// #define DO_HALO 1.000000
// #define HALO_NO_PREGAIN 1.000000
// #define HALO_POWER 0.500000
// #define HALO_SHARPNESS 6.50000
// #define HALO_GAMMA 2.000000
// #define HALO_GAMMA_OUT 1.00000
// #define HALO_VS_SCAN 0.7
// #define DO_DOT_MATRIX 0.0 // ★ Dot matrix emulation enable? (NOT with scanlines!)
// #define DOT_M_G_STR 0.0 // Grid strength
// #define DOT_M_G_TRESH 1.1 // . Paint on bright (<0 on black)
// #define DOT_M_G_BRT 0.0 // . Grid brightness
// #define DOT_M_G_SHARP 0.0 // . Grid sharpness (0.0 for auto)
// #define DOT_M_MBLUR_STR 0.45 // Refresh inertia
// #define DOT_M_MBLUR_MODE 0.0 // . Inertia on: both,white,black
// #define DOT_M_SHADOW_STR 0.0 // Shadow strength (disables deconvergence)
// #define DOT_M_SHADOW_OFF 0.0 // . Shadow offset
// #define DO_BLOOM 1.000000
// #define BLOOM_MIX 0.40
// #define BLOOM_SIZE 4.0
// #define BLOOM_QUALITY 1.0
// #define BLOOM_GAMMA 8.0
// #define BLOOM_GAMMA_OUT 1.2
// #define BLOOM_POWER 1.20
// #define BLOOM_EYE_ADPT_SRT 0.6
// #define BLOOM_EYE_INERTIA 750
// #define BLOOM_OVER_WHITE 0.5
// #define BLOOM_BYPASS 0.0
// #define DO_HALO 1.0 // ★ Halo enable?
// #define HALO_NO_PREGAIN 1.0 // Pre-attenuate input signal gain to 1x
// #define HALO_POWER 0.5 // Strength (negative = 10x precision)
// #define HALO_SHARPNESS 6.5 // Sharpness
// #define HALO_GAMMA 2.0 // Gamma in, the higher, the less the halo on dark colors
// #define HALO_GAMMA_OUT 1.0 // Gamma out
// #define HALO_VS_SCAN 0.7 // Light up scanline gaps and dot grid gaps too
// #define DO_CURVATURE 1.000000
// #define GEOM_WARP_X 0.28
// #define GEOM_WARP_Y 0.32
// #define GEOM_CORNER_SIZE 0.010000
// #define GEOM_CORNER_SMOOTH 200.000000
// #define DO_BLOOM 1.0 // ★ Bloom enable?
// #define BLOOM_MIX 0.40 // Final mix, (0.0=off)
// #define BLOOM_SIZE 4.0 // Radius
// #define BLOOM_QUALITY 1.0 // Quality: more is better but slower
// #define BLOOM_GAMMA 8.0 // Gamma in (threshold)
// #define BLOOM_GAMMA_OUT 1.2 // Gamma out (contour smoothness)
// #define BLOOM_POWER 1.20 // Power multiplier
// #define BLOOM_EYE_ADPT_SRT 0.6 // Modulate: Local exposure eye adaption strength
// #define BLOOM_EYE_INERTIA 750 // Modulate: Time before eye adaption starts
// #define BLOOM_OVER_WHITE 0.5 // Modulate: Strength on bright areas (0 = aura)
// #define BLOOM_BYPASS 0.0 // Bypass/Solo (1=Unmodulated, 2=Modulated)
// #define DO_BEZEL 1.0
// #define BEZEL_USE_STRAIGHT 0.0
// #define BEZEL_INNER_ZOOM -0.01
// #define BEZEL_FRAME_ZOOM 0.17
// #define BEZEL_R -0.35
// #define BEZEL_G -0.35
// #define BEZEL_B -0.35
// #define BEZEL_CON 1.3
// #define BEZEL_RFL_ZOOM 0.0
// #define BEZEL_REFL_STRENGTH 0.5
// #define BEZEL_RFL_BLR_SHD -0.200000
// #define BEZEL_ROUGHNESS 1.0
// #define BEZEL_DIFFUSION_STR 0.2
// #define BEZEL_LIGHT_NO_FADEOUT 0.5
// #define BEZEL_SPCL_STRENGTH 0.5
// #define BEZEL_CORNER_DARK 0.8
// #define DO_CURVATURE 1.0 // ★ Curvature/Corners/Edges enable?
// #define GEOM_WARP_X 0.28 // Warp X
// #define GEOM_WARP_Y 0.32 // Warp Y
// #define GEOM_CORNER_SIZE 0.01 // Corners radius
// #define GEOM_CORNER_SMOOTH 200.0 // Edges sharpness
// #define DO_BG_IMAGE 0.0
// #define LABEL_WARNING1 1.0
// #define BG_IMAGE_OVER 0.0
// #define BG_IMAGE_OFFX 0.0
// #define BG_IMAGE_OFFY 0.0
// #define BG_IMAGE_ZOOM 1.0
// #define BG_IMAGE_ROTATION -1.0
// #define BG_IMAGE_NIGHTIFY 0.0
// #define BG_IMAGE_WRAP_MODE 0.0
// #define DO_BEZEL 1.0 // ★ Bezel enable?
// #define BEZEL_USE_STRAIGHT 0.0 // Straight
// #define BEZEL_INNER_ZOOM -0.01 // Inner zoom (ignored with integer scaling)
// #define BEZEL_FRAME_ZOOM 0.17 // Frame zoom
// #define BEZEL_R -0.35 // Color: Red
// #define BEZEL_G -0.35 // Color: Green
// #define BEZEL_B -0.35 // Color: Blue
// #define BEZEL_CON 1.3 // Contrast
// #define BEZEL_RFL_ZOOM 0.0 // Reflections zoom
// #define BEZEL_REFL_STRENGTH 0.5 // Reflections strength
// #define BEZEL_RFL_BLR_SHD -0.2 // Reflections sharpness
// #define BEZEL_ROUGHNESS 1.0 // Reflections roughness
// #define BEZEL_DIFFUSION_STR 0.2 // Diffusion strength
// #define BEZEL_LIGHT_NO_FADEOUT 0.5 // Specularity strength
// #define BEZEL_SPCL_STRENGTH 0.5 // Light fadeout distance
// #define BEZEL_CORNER_DARK 0.8 // Darken corners
// #define DO_BACKDROP 0.0
// #define BACKDROP_OFFX 0.0
// #define BACKDROP_OFFY 0.0
// #define BACKDROP_ZOOM 1.0
// #define DO_BG_IMAGE 0.0 // ★ Back/Foreground image enable?
// #define BG_IMAGE_OVER 0.0 // Image over content (alpha channel driven)?
// #define BG_IMAGE_OFFX 0.0 // Shift Image over X axis
// #define BG_IMAGE_OFFY 0.0 // Shift Image over Y axis
// #define BG_IMAGE_ZOOM 1.0 // Zoom Image
// #define BG_IMAGE_ROTATION -1.0 // Rotate/flip (0=auto,1/-1=no change,<0 for rotated games)
// #define BG_IMAGE_NIGHTIFY 0.0 // Nightify image
// #define BG_IMAGE_WRAP_MODE 0.0 // Wrap mode: default, clamp to border, edge, repeat
// #define DO_AMBILIGHT 1.0
// #define AMBI_STEPS 60.0
// #define AMBI_FALLOFF 0.40
// #define AMBI_POWER 1.8
// #define AMBI_INT_OFFSET 0.07
// #define AMBI_SMP_INT_OFFSET 0.07
// #define AMBI_STRETCH 0.0
// #define AMBI_STRETCH_VERTICAL 0.5
// #define AMBI_GAMMA 1.3
// #define AMBI_OVER_BEZEL 0.2
// #define AMBI_OVER_BEZEL_SIZE 0.15
// #define AMBI_BG_IMAGE_BLEND_MODE 0.0
// #define AMBI_ADD_ON_BLACK 1.0
// #define AMBI_BG_IMAGE_FORCE 0.0
// #define DO_BACKDROP 0.0 // ★ Backdrop mirrored image enable?
// #define BACKDROP_OFFX 0.0 // Shift backdrop over X axis
// #define BACKDROP_OFFY 0.0 // Shift backdrop over Y axis
// #define BACKDROP_ZOOM 1.0 // Zoom backdrop
// #define DO_VIGNETTE 1.0
// #define V_SIZE 1.08
// #define V_POWER 1.00
// #define DO_SPOT 1.0
// #define S_POSITION_X 1.0
// #define S_POSITION_Y 1.0
// #define S_SIZE 0.4
// #define S_POWER 0.05
// #define DO_AMBILIGHT 1.0 // ★ Ambient light leds enable? (am)
// #define AMBI_STEPS 60.0 // Slowness
// #define AMBI_FALLOFF 0.40 // Led power/falloff
// #define AMBI_POWER 1.8 // Led Saturation
// #define AMBI_INT_OFFSET 0.07 // Internalness (Led position)
// #define AMBI_SMP_INT_OFFSET 0.07 // Internalness (Sampling point)
// #define AMBI_STRETCH 0.0 // Widen lights (horizontal games)
// #define AMBI_STRETCH_VERTICAL 0.5 // Widen lights (vertical games)
// #define AMBI_GAMMA 1.3 // Output Gamma
// #define AMBI_OVER_BEZEL 0.2 // Bezel Colorization intensity
// #define AMBI_OVER_BEZEL_SIZE 0.15 // Bezel Colorization size
// #define AMBI_BG_IMAGE_BLEND_MODE 0.0 // Back/Foreground image alpha blend (0=mix, 1=add)
// #define AMBI_ADD_ON_BLACK 1.0 // Foggy (power on dark colors, add mode only)
// #define AMBI_BG_IMAGE_FORCE 0.0 // Always colorize Back/Foreground image (add mode only)
// #define DO_GLOBAL_SHZO 0.0
// #define GLOBAL_OFFX 0.0
// #define GLOBAL_OFFY 0.0
// #define GLOBAL_ZOOM 2.0
// #define DO_VIGNETTE 1.0 // ★ Vignette enable?
// #define V_SIZE 1.08 // Size
// #define V_POWER 1.00 // Power
// #define DO_SPOT 1.0 // ★ Spot enable?
// #define S_POSITION_X 1.0 // X Position
// #define S_POSITION_Y 1.0 // Y Position
// #define S_SIZE 0.4 // Size
// #define S_POWER 0.05 // Power
// #define ASPECT_X 0.0
// #define ASPECT_Y 3.0
// #define DO_GLOBAL_SHZO 0.0 // ★ Global shift/zoom enable?
// #define GLOBAL_OFFX 0.0 // X axis shift
// #define GLOBAL_OFFY 0.0 // Y axis shift
// #define GLOBAL_ZOOM 2.0 // Zoom
// #define DO_DYNZOOM 0.015
// #define DO_TILT 0.0 // ★ Tilt enable?
// #define TILT_X 0.25 // Tilt along X axis
// #define AUTOCROP_MAX 0.0
// #define AUTOCROP_MIN 1.0
// #define AUTOCROP_SAMPLES 10
// #define AUTOCROP_SAMPLE_SIZE 2.0
// #define AUTOCROP_STEADINESS 0.01
// #define AUTOCROP_SAMPLES 0.02
// #define DO_GAME_GEOM_OVERRIDE 0.0
// #define GAME_GEOM_INT_SCALE 0.0
// #define GAME_GEOM_INT_SCALE_MAX 10.0
// #define GAME_GEOM_INT_SCALE_OVR 1.0
// #define ASPECT_X 0.0 // Aspect Ratio Numerator (<=0 for a preset)
// #define ASPECT_Y 3.0 // Aspect Ratio Denominator
// #define GAME_GEOM_ASPECT 0.0
// #define GAME_GEOM_VSHIFT 0.0
// #define GAME_GEOM_HSHIFT 0.0
// #define GAME_GEOM_ZOOM 1.0
// #define GAME_GEOM_OFF_FIX 0.0
// #define DO_DYNZOOM 0.015 // ★ Luminosity tied zoom (!!OBSTRUCTS integer scale!!)
// #define DO_TILT 0.0
// #define TILT_X 0.0
// #define TILT_FOV 0.7
// #define TILT_BEZEL_K 1.0
// #define AUTOCROP_MAX 0.0 //★ Autocrop: maximum amount (!!OBSTRUCTS integer scale!!)
// #define AUTOCROP_MIN 1.0 // Number of mandatory lines to crop
// #define AUTOCROP_SAMPLES 10 // Samples per frame (faster response, higher gpu use)
// #define AUTOCROP_SAMPLE_SIZE 2.0 // Sample size (big speedup, less accurate)
// #define AUTOCROP_STEADINESS 0.01 // Scene change treshold (0 = continuous cropping)
// #define AUTOCROP_SAMPLES 0.02 // Transition speed
// #define DO_GAME_GEOM_OVERRIDE 0.0 // ★ Override content geometry enable?
// #define GAME_GEOM_INT_SCALE 0.0 // Integer scale (disables inner zoom) 2=No keep aspect
// #define GAME_GEOM_INT_SCALE_MAX 10.0 // . Maximum integer scale
// #define GAME_GEOM_INT_SCALE_OVR 1.0 // . Permit integer overscale by
// #define DELTA_RENDER_FORCE_REFRESH 4.0
// #define DELTA_RENDER_CHECK_AREA 1.0
// #define GAME_GEOM_ASPECT 0.0 // Aspect (0 = unchanged)
// #define GAME_GEOM_VSHIFT 0.0 // Vertical position
// #define GAME_GEOM_HSHIFT 0.0 // Horizontal position
// #define GAME_GEOM_ZOOM 1.0 // Zoom
// #define GAME_GEOM_OFF_FIX 0.0 // Sharp hack through offset (0.0=disable)
// #define DELTA_RENDER_FORCE_REFRESH 4.0 //
// #define DELTA_RENDER_CHECK_AREA 1.0 //
////////////////////////////////////////////////////////////////////////////
@ -322,7 +327,7 @@
//
////////////////////////////////////////////////////////////////////////////
//Renders only changed parts of screen, set to 1.0 to lower power consumption:
//Renders only changed parts of screen, set to 1.0 to lower power consumption / mitigate throttling:
#define DELTA_RENDER 0.0
//Halve rendering refresh on bezel and ambilight set to 1.0 to spare gpu cycles:
@ -330,9 +335,19 @@
//Skip random() function used for noise/debanding/bezel roughness,
//set to 1.0 to spare gpu cycles:
// #define SKIP_RANDOM 1.0
#define SKIP_RANDOM 0.0
//Set this to 1.0 is the only way to statically disable Warped Glow (X) and
//spare a lookup in the final pass;
//When the screen is rotated, skipping SKIP_WARPEDGLOW_X means skipping SKIP_WARPEDGLOW_Y
#define SKIP_WARPEDGLOW_X 0.0
//Set this to 1.0 is the only way to statically disable Warped Glow (X) and
//spare a lookup in the final pass.
//When the screen is rotated, skipping SKIP_WARPEDGLOW_Y means skipping SKIP_WARPEDGLOW_X
#define SKIP_WARPEDGLOW_Y 0.0
// Developer reminder: bash script to partially convert a shader preset
// edit: obsolete and incomplete since it does not recur references.
// for l in $(cat /koko/.config/retroarch/shaders/test.slangp |grep ^[A-Z] ) ; do p=$(echo $l|cut -d " " -f 1) ; v=$(echo $l | cut -d \" -f 2); echo \// #define $p $v; done

View File

@ -1,7 +1,10 @@
**koko-aio-slang documentation**
**REQUIREMENT***
koko-aio needs at least retroarch 1.16
**RETROARCH OUTPUT DRIVERS**
koko-aio does not work by on d3d12 and glitches on d3d11.<br>
koko-aio does not work by default on d3d12 and d3d11.<br>
If you absolutely need it (Xbox?), you can edit the file
config\config-static.inc<br>
and turn the line:
@ -14,7 +17,15 @@
<br>
d3d10 is completely unsupported.
<br>
Be warned that some functions does not work if you enable the workaround: <br>
* CRT glitch on resolution changes <br>
* Adaptive Black <br>
* CVBS Bleed size is limited to 5.0
* Ambientlight scene change detection
* Halving border updates refresh
* Lcd antighosting
* Delta render
**USEFUL LOCATIONS/FILES:**
config/config-static.inc:
@ -66,7 +77,12 @@ https://github.com/kokoko3k/koko-aio-slang-misc/tree/main
Monochrome screen colorization:
The amount of (de) colorization applied.
Hue bright, Hue dark:
Set the hue for bright and dark colors.
Set the hue for bright and dark colors. in [0..1] range.
To emulate different monochrome models, the process is quite easy:
. Provided you have screenshots, use a color picker tool with hue expressed in 1…360
range and identify the hue of the original naked background hue1
. Do the same for the darkest pixel on the screen, hue2
. Then report them in the shader with the formula hue1/360 and hue2/360.
Hue bright-dark bias:
Controls the distribution of dark and bright hues.
@ -102,9 +118,10 @@ https://github.com/kokoko3k/koko-aio-slang-misc/tree/main
Consider artifacts above this treshold:
Tune this to select more or less artifacts, depending on their strength.
Show the mask of selected artifacts (debug)
Show selected artifacts mask (need glow/blur enabled)
This will show only the part of the image that contains artifacts.
Use it to for a better visual feedback of the following parameters
Use it to for a better visual feedback of the following parameters.
Please, enable "glow" to s
1* Under treshold: Cancel blur (Glow)
How much the glow/blur function will skip blurring "unartifacted" areas.
@ -125,18 +142,18 @@ https://github.com/kokoko3k/koko-aio-slang-misc/tree/main
Early decay: is the immediate light cut after the phosphor is no more/less excited.
Late persistence: modulates the time the residual light will stay on screen
**Deconvergence:**<br>
Shift R,G,B components separately to mimic channel deconvergence.<br>
By varying Red, Green and Blue offsets, the relative component will be<br>
shifted column by column, row by row.<br>
**Glow/Blur:**<br>
Emulate the CRT glowing "feature", so that the brighter areas of<br>
the image will light their surroundings,<br>
with options to switch to classic blur.<br>
Glow to blur bias:
Higher negative values -> more glow : brighter colors expands over darker ones.
Higher positive values -> means blur: all the colors are blurred.
@ -145,7 +162,7 @@ https://github.com/kokoko3k/koko-aio-slang-misc/tree/main
The higher, the more the bright colors will smoothly expand.
It emulates the natural antialiasing you see on CRTs on bright areas.
More pronunced as "Glow to blur bias" approaches 0.
Sharpness (horizontal, vertical):
Modulates the sharpness of the image.
- Max (actually 7.0) will not alter the image sharpness.
@ -153,6 +170,17 @@ https://github.com/kokoko3k/koko-aio-slang-misc/tree/main
- Less than 0: will use box blur and will progressively
add visual sharpness to image when approaching lower values.
Warped glow (X,Y):
Embolden bright pixels near dark ones using a warpsharp like algorithm.
This is a cheap way to emulate phosphor glowing.
The Y parameter will also allow scanlines to be higher.
It will also help (if coupled with) FXAA to stay sharp.
Warped Dynamics:
Change the amount of warpsharp applied based on the contrast between
nearby pixels, thereby altering their "Warped" shape.
**Tate mode:**<br>
Rotates mask and scanlines by 90°<br>
@ -171,12 +199,21 @@ https://github.com/kokoko3k/koko-aio-slang-misc/tree/main
With values > 1.0, it will consider a frame as Hi-resolution if the lines number is above the configured value.
Hi-Res scanlines type
-1: Use a number of scanlines that perfectly fits the screen, a good glitches/moire free tradeoff.
-2: As above, but tighter (~1.5x), another good glitches/moire free tradeoff.
0: Use interlaced scanlines, may need >1080p screen to avoid moire or weavy glitches
1: Avoid drawing scanlines gaps at all.
2: Use scanlines, but don't interlace them (bad for 1080p and lower resolutions)
-1: Use a number of scanlines that perfectly fits the screen, a good glitches/moire free tradeoff.
-2: As above, but tighter (~1.5x), another good glitches/moire free tradeoff.
0: Use interlaced scanlines, may need >1080p screen to avoid moire or weavy glitches
1: Avoid drawing scanlines gaps at all.
2: Use scanlines, but don't interlace them (bad for 1080p and low resolutions)
Interlaced brighness push
When emulating interlaced scanlines (see above modes: -1, -2, 0),
the resulting brightness is usually diminished.
This is due to the latency some panels have when changing open/close state.
*Lowering* this parameter compensates that and usually
Values around 0.8 to 0.95 usually work good, for affected monitors.
On low latency panels such as OLEDs, microleds, this is not an issue,
so you should keep it to 1.0, possibly locking its value too in config-user.txt
Scanlines flicker (0=off,1=on,2=if Hi-res):
This setting emulates the flickering issues present on crt interlaced screens
where the brighter lines flickers when they are near dark ones.
@ -213,8 +250,6 @@ https://github.com/kokoko3k/koko-aio-slang-misc/tree/main
The decision will be based on the ratio of output dimensions and the core.
Phosphors height Min, Max:
Try to keep scanline height between those values, depending on content brightness.
Inflation Strength:
Scanlines appear as inflated depending on the pixel brightness.
Phosphors width min->max gamma:
Since emulating phosphors with high Min-Max range changes the apparent gamma of the final image,
it is advised, if needed, to use this option to compensate, instead of the main gamma correction.
@ -697,7 +732,8 @@ https://github.com/kokoko3k/koko-aio-slang-misc/tree/main
**Delta Render:**
Koko-aio can render only the part of the screen that has been changed,<br>
leading to a measurable power consumption reduction.<br>
leading to a measurable power consumption reduction and mitigate throttling
on mobile devices and laptops.<br>
This feature can, however, produce artifacts in some cases, so the feature<br>
is statically disabled by default by now.<br>
To use it, you have to manually set to 1.0, in file config-user.txt: <br>

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@ -80,8 +80,14 @@ shaders = 17
// previous pass (Original, in this case).
// However it seems that those metadatas are applied to the feedback of the pass itself.
// Now, since we need to compare colortools_and_ntsc_pass and colortools_and_ntsc_passFeedback
// for Deltarender purposes, it is important that they share the same filtering and wrap mode.
// Hence, we have to set the following as the same of float_framebuffer0,filter_linear0 and wrap_mode0
// for Deltarender purposes, it is important that they share the same filtering and wrap mode:
// colortools_and_ntsc_pass wrap_mode and filter_linear_mode
// are set by flick_and_noise_pass (the next one)
// colortools_and_ntsc_passFeedback wrap_mode and filter_linear_mode
// are set by colortools_and_ntsc_pass (the this pass)
// Hence, we have to set colortools_and_ntsc_pass and flick_and_noise_pass with the same filter and wrap_mode
float_framebuffer0 = "true"
filter_linear0 = "true"
wrap_mode0 = "mirrored_repeat"

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