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  1. //DON'T DELETE THIS LINE
  2.  
  3. // KEEP A BACKUP OF THIS FILE IF YOU MODIFY IT!
  4. //
  5. // There yoy have a chance to boost your FPS,
  6. // the more lines you insert, the more your FPS will be high.
  7. //
  8. // The downside of using this method is that every setting
  9. // you will write here, will be static and so that
  10. // you will NOT BE ABLE RO MODIFY it "on-the-fly" in Retroarch anymore.
  11. //
  12. // Lines have this format: #define PARAMETER VALUE
  13. // where:
  14. // * PARAMETER is the shader parameter as defined in config.inc
  15. // (look for lines starting with #pragma there).
  16. // * VALUE is the value you want to assign to that parameter.
  17. // (it is the same you would assign to that within retroarch)
  18. //
  19. // Notice, there is no equal sign, nor double quotes, so, eg:
  20. // If you know that you will always use the bezel frame:
  21. // #define DO_BEZEL 1.0
  22. //
  23. // If you know you'll never alter the contrast:
  24. // #define CONTRAST 0.0
  25. //
  26. // If you know your curvature will never change:
  27. // #define GEOM_WARP_X
  28. //
  29. // You can disable a line by erasing it or,
  30. // since everything after "//" is ignored,
  31. // by prepending "//", eg:
  32. //
  33. // // #define DO_BEZEL 1.0
  34. //
  35. // ...that's it, you just need to copy the values from the
  36. // preset you like to the right setting here.
  37. //
  38. //
  39.  
  40.  
  41.  
  42.  
  43. #define DO_CCORRECTION 1.000000
  44.  
  45. // #define IN_GLOW_POWER 1.500000
  46. // #define LUMINANCE 0.2
  47. // #define BRIGHTNESS 0.0
  48. // #define CONTRAST 0.0
  49. // #define TEMPERATURE 7700.000000
  50. // #define IN_GLOW_GAMMA 2.000000
  51. // #define GAMMA_OUT 0.4
  52. // #define COLOR_MONO_COLORIZE 0.0
  53. // #define COLOR_MONO_HUE1 0.25
  54. // #define COLOR_MONO_HUE2 0.3
  55. // #define COLOR_MONO_HUE_BIAS 0.0
  56. // #define SATURATION 1.0
  57.  
  58.  
  59. // #define DO_FXAA 0.0
  60.  
  61.  
  62. #define DO_RF_NOISE 0.0
  63.  
  64. // #define RF_NOISE_STRENGTH 0.05
  65.  
  66.  
  67. // #define DO_DEDITHER 0.0
  68. // #define DEDITHER_TRESHMAX 1.2
  69. // #define DEDITHER_STRENGTH 0.8
  70. // #define DEDITHER_STRENGTH2 0.0
  71.  
  72.  
  73. // #define DO_NTSC_ARTIFACTS 0.0
  74. // #define NTSC_MIX 0.5
  75. // #define NTSC_FILTER_WIDTH 17.0
  76. // #define NTSC_FILTER_SCF 5.30
  77. // #define NTSC_FILTER_FC 2.5
  78. // #define NTSC_PHASE_SHIFT 0.0
  79. // #define NTSC_ARTF_TRSH 0.1
  80. // #define NTSC_SHOW_ARTF_MASK 0.0
  81. // #define NTSC_ARTF_NOBLUR 0.0
  82. // #define NTSC_ARTF_NOBLEED 0.0
  83. // #define NTSC_ARTF_ZAP 0.0
  84.  
  85.  
  86. // #define DO_SAT_BLEED 0.0
  87. // #define SAT_BLEED_PAL 0.0
  88. // #define SAT_BLEED_STRENGTH 1.0
  89. // #define SAT_BLEED_SIZE 5.0
  90. // #define SAT_BLEED_FALLOFF 1.7
  91.  
  92.  
  93. #define DO_PPERSISTENCE 0.0
  94. // #define PPERSISTENCE_START 0.9
  95. // #define PPERSISTENCE_END 0.5
  96.  
  97.  
  98. // #define DO_SHIFT_RGB 1.000000
  99. // #define OFFSET_STRENGTH 0.300000
  100. // #define SHIFT_R -20.000000
  101. // #define SHIFT_G 0.000000
  102. // #define SHIFT_B 20.000000
  103.  
  104.  
  105. // #define DO_IN_GLOW 1.000000
  106. // #define IN_GLOW_BIAS 1.0
  107. // #define IN_GLOW_SPREAD 0.6
  108. // #define IN_GLOW_W -0.80000
  109. // #define IN_GLOW_H 7.000000
  110.  
  111.  
  112. #define TATE 1.0
  113.  
  114.  
  115. // #define DO_PIXELGRID 1.000000
  116. // #define PIXELGRID_OVERMASK 1.00000
  117. // #define DO_PIXELGRID_W 1.0
  118. // #define PIXELGRID_SIZE_W 1.0
  119. // #define PIXELGRID_MUL_X 1.0
  120. // #define PIXELGRID_H_PRST 3.000000
  121.  
  122.  
  123. // #define PIXELGRID_H_COUNT 3.0
  124. // #define PIXELGRID_R_SHIFT 0.0
  125. // #define PIXELGRID_G_SHIFT 1.0
  126. // #define PIXELGRID_B_SHIFT 2.0
  127. // #define PIXELGRID_MIN_W 0.25
  128. // #define PIXELGRID_MAX_W 0.40
  129. // #define PIXELGRID_GAMMA_W 1.5
  130. // #define PIXELGRID_BASAL_GRID 0.02
  131.  
  132.  
  133. // #define DO_PIXELGRID_H 1.0
  134. #define PIXELGRID_COREY_FAKE_SCAN 1.0
  135. // #define PIXELGRID_MIN_H 0.300000
  136. // #define PIXELGRID_MAX_H 0.700000
  137. // #define PIXELGRID_GAMMA_H 5.2
  138. // #define PIXELGRID_NO_INTERBLEED_H 0.0
  139. // #define PIXELGRID_H_ANTIMOIRE 0.0
  140. // #define PIXELGRID_OFFSET_CORE 0.00000
  141. // #define PIXELGRID_DECON_R_H 0.0
  142. // #define PIXELGRID_DECON_G_H 0.0
  143. // #define PIXELGRID_DECON_B_H 0.0
  144. // #define PIXELGRID_H_DEDOT 0.0
  145.  
  146.  
  147. // #define MIN_LINES_INTERLACED 380.0
  148. // #define PIXELGRID_INTR_DISABLE_Y -2.0
  149. // #define PIXELGRID_INTR_FLICK_MODE 2.0
  150. // #define PIXELGRID_INTR_FLICK_POWR 0.25
  151.  
  152.  
  153. // #define PIXELGRID_Y_MASK 0.000000
  154. // #define PIXELGRID_Y_MASK_COORDS 0.000000
  155. // #define PIXELGRID_Y_MASK_HEIGHT 1.000000
  156. // #define PIXELGRID_Y_MASK_OFFSET 1.0
  157. // #define PIXELGRID_Y_MASK_SHIFT 0.150000
  158. // #define PIXELGRID_Y_MASK_STEEP 1.000000
  159. // #define PIXELGRID_Y_MASK_ON_WHITE 0.000000
  160. // #define PIXELGRID_Y_SPARK 1.000000
  161.  
  162.  
  163. // #define DO_DOT_MATRIX 0.0
  164. // #define DOT_M_G_STR 0.0
  165. // #define DOT_M_G_TRESH 1.1
  166. // #define DOT_M_G_BRT 0.0
  167. // #define DOT_M_G_SHARP 0.0
  168. // #define DOT_M_MBLUR_STR 0.45
  169. // #define DOT_M_MBLUR_MODE 0.0
  170. // #define DOT_M_SHADOW_STR 0.0
  171. // #define DOT_M_SHADOW_OFF 0.0
  172. // #define DOT_M_MULTIPLY 1.0
  173.  
  174.  
  175. // #define DO_HALO 1.000000
  176. // #define HALO_NO_PREGAIN 1.000000
  177. // #define HALO_POWER 0.500000
  178. // #define HALO_SHARPNESS 6.50000
  179. // #define HALO_GAMMA 2.000000
  180. // #define HALO_GAMMA_OUT 1.00000
  181. // #define HALO_VS_SCAN 0.7
  182.  
  183.  
  184. // #define DO_BLOOM 1.000000
  185. // #define BLOOM_MIX 0.40
  186. // #define BLOOM_SIZE 4.0
  187. // #define BLOOM_QUALITY 1.0
  188. // #define BLOOM_GAMMA 8.0
  189. // #define BLOOM_GAMMA_OUT 1.2
  190. // #define BLOOM_POWER 1.20
  191. // #define BLOOM_EYE_ADPT_SRT 0.6
  192. // #define BLOOM_EYE_INERTIA 750
  193. // #define BLOOM_OVER_WHITE 0.5
  194. // #define BLOOM_BYPASS 0.0
  195.  
  196.  
  197. // #define DO_CURVATURE 1.000000
  198. #define GEOM_WARP_X 0.28
  199. #define GEOM_WARP_Y 0.32
  200. #define GEOM_CORNER_SIZE 0.010000
  201. #define GEOM_CORNER_SMOOTH 200.000000
  202.  
  203.  
  204. // #define DO_BEZEL 1.0
  205. // #define BEZEL_USE_STRAIGHT 0.0
  206. // #define BEZEL_INNER_ZOOM -0.01
  207. // #define BEZEL_FRAME_ZOOM 0.17
  208. // #define BEZEL_R -0.3
  209. // #define BEZEL_G -0.3
  210. // #define BEZEL_B -0.3
  211. // #define BEZEL_CON 1.3
  212. // #define BEZEL_RFL_ZOOM 0.0
  213. // #define BEZEL_REFL_STRENGTH 0.65
  214. // #define BEZEL_RFL_BLR_SHD -0.200000
  215. // #define BEZEL_ROUGHNESS 1.0
  216. // #define BEZEL_DIFFUSION_STR 0.0
  217. // #define BEZEL_SPCL_STRENGTH 0.5
  218. // #define BEZEL_CORNER_DARK 0.8
  219.  
  220.  
  221. // #define DO_BG_IMAGE 0.0
  222. // #define BG_IMAGE_OVER 0.0
  223. // #define BG_IMAGE_OFFX 0.0
  224. // #define BG_IMAGE_OFFY 0.0
  225. // #define BG_IMAGE_ZOOM 1.0
  226. // #define BG_IMAGE_ROTATION -1.0
  227. // #define BG_IMAGE_NIGHTIFY 0.0
  228. // #define BG_IMAGE_WRAP_MODE 0.0
  229.  
  230.  
  231. #define DO_BACKDROP 0.0
  232. // #define BACKDROP_OFFX 0.0
  233. // #define BACKDROP_OFFY 0.0
  234. // #define BACKDROP_ZOOM 1.0
  235.  
  236.  
  237. #define DO_AMBILIGHT 1.0
  238. // #define AMBI_STEPS 60.0
  239. // #define AMBI_FALLOFF 0.40
  240. // #define AMBI_POWER 1.8
  241. // #define AMBI_INT_OFFSET 0.07
  242. // #define AMBI_STRETCH 0.0
  243. // #define AMBI_STRETCH_VERTICAL 0.5
  244. // #define AMBI_GAMMA 1.3
  245. // #define AMBI_OVER_BEZEL 0.2
  246. // #define AMBI_OVER_BEZEL_SIZE 0.15
  247. // #define AMBI_BG_IMAGE_BLEND_MODE 0.0
  248. // #define AMBI_ADD_ON_BLACK 1.0
  249. // #define AMBI_BG_IMAGE_FORCE 0.0
  250.  
  251.  
  252. // #define DO_VIGNETTE 1.0
  253. // #define V_SIZE 1.08
  254. // #define V_POWER 1.00
  255.  
  256. #define DO_SPOT 0.0
  257. // #define S_POSITION 194.0
  258. // #define S_SIZE 0.4
  259. // #define S_POWER 0.05
  260.  
  261.  
  262. // #define DO_GLOBAL_SHZO 0.0
  263. // #define GLOBAL_OFFX 0.0
  264. // #define GLOBAL_OFFY 0.0
  265. // #define GLOBAL_ZOOM 2.0
  266.  
  267.  
  268. // #define ASPECT_X 0.0
  269. // #define ASPECT_Y 3.0
  270.  
  271.  
  272. #define DO_DYNZOOM 0.0
  273.  
  274.  
  275. // #define DO_GAME_GEOM_OVERRIDE 0.0
  276. // #define GAME_GEOM_INT_SCALE 0.0
  277. // #define GAME_GEOM_INT_SCALE_MAX 10.0
  278. // #define GAME_GEOM_ASPECT 0.0
  279. // #define GAME_GEOM_VSHIFT 0.0
  280. // #define GAME_GEOM_HSHIFT 0.0
  281. // #define GAME_GEOM_ZOOM 1.0
  282. // #define GAME_GEOM_OFF_FIX 0.0
  283.  
  284.  
  285. #define DO_TILT 0.0
  286. // #define TILT_X 0.0
  287. // #define TILT_Y 0.0
  288. // #define TILT_FOV 0.7
  289. // #define TILT_BEZEL_K 1.0
  290.  
  291.  
  292. #define DELTA_RENDER_FORCE_REFRESH 8.0
  293. #define DELTA_RENDER_CHECK_AREA 1.0
  294.  
  295.  
  296. // #define DO_ALT_BLANK 0.0
  297. // #define ALT_BLANK_STRENGTH 0.5
  298. // #define ALT_BLANK_PERIOD 4.0
  299.  
  300.  
  301.  
  302. // Developer reminder: bash script to partially convert a shader preset
  303. // edit: obsolete and incomplete since it does not recur references.
  304. // 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
  305.  
  306. //DONT DELETE THIS LINE
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