Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- # IMPORTANT:
- # Shader passes need to know details about the image in the mask_texture LUT
- # files, so set the following constants in user-cgp-constants.h accordingly:
- # 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
- # 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
- # 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
- # 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
- # 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
- # 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
- # Shader passes also need to know certain scales set in this .slangp, but their
- # compilation model doesn't currently allow the .slangp file to tell them. Make
- # sure to set the following constants in user-cgp-constants.h accordingly too:
- # 1.) bloom_approx_scale_x = scale_x2
- # 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
- # Finally, shader passes need to know the value of geom_max_aspect_ratio used to
- # calculate scale_y6 (among other values):
- # 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
- shaders = "15"
- # Set an identifier, filename, and sampling traits for the phosphor mask texture.
- # Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
- # non-mipmapped version and a large mipmapped version.
- # TODO: Test masks in other directories.
- textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large;SamplerLUT"
- mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
- mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
- mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
- mask_slot_texture_large = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
- mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
- mask_shadow_texture_large = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
- mask_grille_texture_small_wrap_mode = "repeat"
- mask_grille_texture_large_wrap_mode = "repeat"
- mask_slot_texture_small_wrap_mode = "repeat"
- mask_slot_texture_large_wrap_mode = "repeat"
- mask_shadow_texture_small_wrap_mode = "repeat"
- mask_shadow_texture_large_wrap_mode = "repeat"
- mask_grille_texture_small_linear = "true"
- mask_grille_texture_large_linear = "true"
- mask_slot_texture_small_linear = "true"
- mask_slot_texture_large_linear = "true"
- mask_shadow_texture_small_linear = "true"
- mask_shadow_texture_large_linear = "true"
- mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
- mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
- mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
- mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
- mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
- mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
- SamplerLUT = "../reshade/shaders/LUT/NEC_XM29plus_capture.png"
- SamplerLUT_linear = true
- # NTSC Shader Passes
- shader0 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang"
- shader1 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang"
- filter_linear0 = false
- filter_linear1 = false
- scale_type_x0 = absolute
- scale_type_y0 = source
- scale_x0 = 1024
- scale_y0 = 1.0
- frame_count_mod0 = 2
- float_framebuffer0 = true
- scale_type1 = source
- scale_x1 = 0.5
- scale_y1 = 1.0
- shader2 = "../reshade/shaders/LUT/LUT.slang"
- # Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
- # (Bobbing ensures we can immediately blur without getting artifacts.)
- shader3 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
- alias3 = "ORIG_LINEARIZED"
- filter_linear3 = "false"
- scale_type3 = "source"
- scale3 = "1.0"
- srgb_framebuffer3 = "true"
- # Pass1: Resample interlaced (and misconverged) scanlines vertically.
- # Separating vertical/horizontal scanline sampling is faster: It lets us
- # consider more scanlines while calculating weights for fewer pixels, and
- # it reduces our samples from vertical*horizontal to vertical+horizontal.
- # This has to come right after ORIG_LINEARIZED, because there's no
- # "original_source" scale_type we can use later.
- shader4 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
- alias4 = "VERTICAL_SCANLINES"
- filter_linear4 = "true"
- scale_type_x4 = "source"
- scale_x4 = "1.0"
- scale_type_y4 = "viewport"
- scale_y4 = "1.0"
- #float_framebuffer4 = "true"
- srgb_framebuffer4 = "true"
- # Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
- # account for convergence offsets. We want to blur a predictable portion of the
- # screen to match the phosphor bloom, and absolute scale works best for
- # reliable results with a fixed-size bloom. Picking a scale is tricky:
- # a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
- # to blur high-res/interlaced sources but high enough that resampling
- # doesn't smear low-res sources too much.
- # b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
- # the only noticeable visual difference is a larger halation spread (which
- # may be a good thing for people who like to crank it up).
- # Note the 4:4 aspect ratio assumes the input has cropped geom_overscan (so it's
- # *intended* for an ~4:4 aspect ratio).
- shader5 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
- alias5 = "BLOOM_APPROX"
- filter_linear5 = "true"
- scale_type5 = "absolute"
- scale_x5 = "320"
- scale_y5 = "240"
- srgb_framebuffer5 = "true"
- # Pass3: Vertically blur the input for halation and refractive diffusion.
- # Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
- # a constant portion of the screen is probably physically correct if the
- # viewport resolution is proportional to the simulated CRT size.
- shader6 = "../blurs/blur5fast-vertical.slang"
- filter_linear6 = "true"
- scale_type6 = "source"
- scale6 = "1.0"
- srgb_framebuffer6 = "true"
- # Pass4: Horizontally blur the input for halation and refractive diffusion.
- # Note: Using a one-pass 9x10 blur is about 1% slower.
- shader7 = "../blurs/blur5fast-horizontal.slang"
- alias7 = "HALATION_BLUR"
- filter_linear7 = "true"
- scale_type7 = "source"
- scale7 = "1.0"
- srgb_framebuffer7 = "true"
- # Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute
- # scale_x6 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
- # will blur, and smaller scales could get nasty. The vertical size must be
- # based on the viewport size and calculated carefully to avoid artifacts later.
- # First calculate the minimum number of mask tiles we need to draw.
- # Since curvature is computed after the scanline masking pass:
- # num_resized_mask_tiles = 2.0;
- # If curvature were computed in the scanline masking pass (it's not):
- # max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.6 + 1.0);
- # max_mask_tile_border = max_mask_texel_border/
- # (min_resized_phosphor_triad_size * mask_triads_per_tile);
- # num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
- # At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
- # num_resized_mask_tiles = ~3.8
- # Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
- # to relate them to vertical resolution. The widest we expect is:
- # geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
- # The fewer triads we tile across the screen, the larger each triad will be as a
- # fraction of the viewport size, and the larger scale_y6 must be to draw a full
- # num_resized_mask_tiles. Therefore, we must decide the smallest number of
- # triads we'll guarantee can be displayed on screen. We'll set this according
- # to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
- # min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
- # Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
- # min_scale_x = resized_mask_tiles * mask_triads_per_tile /
- # min_allowed_viewport_triads
- # scale_y6 = geom_max_aspect_ratio * min_scale_x
- # # Some code might depend on equal scales:
- # scale_x7 = scale_y5
- # Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
- # scale_y6 = 4.0/3.0 * 2.0/(341.33334 / 8.0) = 0.0625
- # IMPORTANT: The scales MUST be calculated in this way. If you wish to change
- # geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
- shader8 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
- filter_linear8 = "true"
- scale_type_x8 = "absolute"
- scale_x8 = "64"
- scale_type_y8 = "viewport"
- scale_y8 = "0.0625" # Safe for >= 341.334 horizontal triads at viewport size
- #srgb_framebuffer8 = "false" # mask_texture is already assumed linear
- # Pass6: Lanczos-resize the phosphor mask horizontally. scale_x9 = scale_y5.
- # TODO: Check again if the shaders actually require equal scales.
- shader9 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
- alias9 = "MASK_RESIZE"
- filter_linear9 = "false"
- scale_type_x9 = "viewport"
- scale_x9 = "0.0625"
- scale_type_y9 = "source"
- scale_y9 = "1.0"
- #srgb_framebuffer9 = "false" # mask_texture is already assumed linear
- # Pass7: Resample (misconverged) scanlines horizontally, apply halation, and
- # apply the phosphor mask.
- shader10 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
- alias10 = "MASKED_SCANLINES"
- filter_linear10 = "true" # This could just as easily be nearest neighbor.
- scale_type10 = "viewport"
- scale10 = "1.0"
- #float_framebuffer10 = "true"
- srgb_framebuffer10 = "true"
- # Pass 8: Compute a brightpass. This will require reading the final mask.
- shader11 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
- alias11 = "BRIGHTPASS"
- filter_linear11 = "true" # This could just as easily be nearest neighbor.
- scale_type11 = "viewport"
- scale11 = "1.0"
- srgb_framebuffer11 = "true"
- # Pass 9: Blur the brightpass vertically
- shader12 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
- filter_linear12 = "true" # This could just as easily be nearest neighbor.
- scale_type12 = "source"
- scale12 = "1.0"
- srgb_framebuffer12 = "true"
- # Pass 10: Blur the brightpass horizontally and combine it with the dimpass:
- shader13 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
- filter_linear13 = "true"
- scale_type13 = "source"
- scale13 = "1.0"
- srgb_framebuffer13 = "true"
- # Pass 11: Compute curvature/AA:
- shader14 = "../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
- filter_linear14 = "true"
- scale_type14 = "viewport"
- mipmap_input14 = "true"
- texture_wrap_mode14 = "clamp_to_edge"
- parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i;LUT_Size"
- beam_horiz_filter = "0.000000"
- beam_horiz_linear_rgb_weight = "1.000000"
- beam_horiz_sigma = "0.555000"
- beam_max_shape = "2.000000"
- beam_max_sigma = "0.250000"
- beam_min_shape = "2.000000"
- beam_min_sigma = "0.075000"
- beam_shape_power = "0.250000"
- beam_spot_power = "0.330000"
- bloom_excess = "0.335000"
- bloom_underestimate_levels = "1.20"
- border_compress = "2.500000"
- border_darkness = "0.000000"
- border_size = "0.005000"
- convergence_offset_x_b = "0.000000"
- convergence_offset_x_g = "0.000000"
- convergence_offset_x_r = "0.000000"
- convergence_offset_y_b = "-0.200000"
- convergence_offset_y_g = "0.000000"
- convergence_offset_y_r = "0.200000"
- crt_gamma = "2.400000"
- diffusion_weight = "0.075000"
- geom_aspect_ratio_x = "432.000000"
- geom_aspect_ratio_y = "329.000000"
- geom_mode_runtime = "0.000000"
- geom_overscan_x = "1.000000"
- geom_overscan_y = "1.000000"
- geom_radius = "3.000000"
- geom_tilt_angle_x = "0.000000"
- geom_tilt_angle_y = "0.000000"
- geom_view_dist = "2.000000"
- halation_weight = "0.000000"
- interlace_1080i = "0.000000"
- interlace_bff = "0.000000"
- lcd_gamma = "2.400000"
- levels_contrast = "0.750000"
- mask_specify_num_triads = "0.000000"
- mask_triad_size_desired = "3.000000"
- mask_sample_mode_desired = "1.000000"
- mask_type = "1.000000"
- aa_cubic_c = "0.500000"
- aa_gauss_sigma = "0.500000"
- aa_subpixel_r_offset_x_runtime = "-0.333333"
- aa_subpixel_r_offset_y_runtime = "0.000000"
- LUT_Size = "32.0"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement