slang-shaders/presets/crt-geom-deluxe-ntsc-adaptive.slangp

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shaders = 7
shader0 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang
scale_type0 = source
scale_x0 = 4.0
filter_linear0 = false
scale_y0 = 1.0
float_framebuffer0 = true
shader1 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
filter_linear1 = true
shader2 = ../crt/shaders/geom-deluxe/phosphor_apply.slang
alias2 = internal1
shader3 = ../crt/shaders/geom-deluxe/phosphor_update.slang
alias3 = phosphor
shader4 = ../crt/shaders/geom-deluxe/gaussx.slang
filter_linear4 = true
alias4 = internal2
shader5 = ../crt/shaders/geom-deluxe/gaussy.slang
filter_linear5 = true
alias5 = blur_texture
shader6 = ../crt/shaders/geom-deluxe/crt-geom-deluxe.slang
filter_linear6 = true
mipmap_input6 = true
# ntsc-adaptive
# These settings are meant to get correct looking transparencies and
# dithering when emulating systems that rely on NTSC composite artifact
# colors (like Sega Genesis/Mega Drive) without actually introducing
# composite motion artifacts.
quality = -1.0
ntsc_fields = 1.0
ntsc_phase = "2.0"
cust_fringing = "1.00"
cust_artifacting = "2.30"
# crt-geom-deluxe
textures = "aperture;slot;delta"
delta = ../crt/shaders/geom-deluxe/masks/delta_2_4x1_rgb.png
delta_filter_linear = true
delta_repeat_mode = repeat
slot = ../crt/shaders/geom-deluxe/masks/slot_2_5x4_bgr.png
slot_filter_linear = true
slot_repeat_mode = repeat
aperture = ../crt/shaders/geom-deluxe/masks/aperture_2_4_rgb.png
aperture_filter_linear = true
aperture_repeat_mode = repeat
curvature = "0.0"
cornersmooth = "170.0"
scanline_weight = "0.40"
geom_lum = "0.25"
halation = "0.05"