![]() ![]() Shader2 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang" # (Bobbing ensures we can immediately blur without getting artifacts.) # Pass2: Linearize the input based on CRT gamma and bob interlaced fields. Shader1 = shaders_slang/dithering/shaders/gdapt/gdapt-pass1.slang Shader0 = shaders_slang/dithering/shaders/gdapt/gdapt-pass0.slang Mask_shadow_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_slot_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_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks Mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod Mask_shadow_texture_large_linear = "true" Mask_shadow_texture_small_linear = "true" Mask_grille_texture_large_linear = "true" Mask_grille_texture_small_linear = "true" Mask_shadow_texture_large_wrap_mode = "repeat" ![]() Mask_shadow_texture_small_wrap_mode = "repeat" Mask_slot_texture_large_wrap_mode = "repeat" Mask_slot_texture_small_wrap_mode = "repeat" Mask_grille_texture_large_wrap_mode = "repeat" Mask_grille_texture_small_wrap_mode = "repeat" Mask_shadow_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png" Mask_shadow_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png" Mask_slot_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png" Mask_slot_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png" Mask_grille_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png" Mask_grille_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png" 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" # non-mipmapped version and a large mipmapped version. # Load an aperture grille, slot mask, and an EDP shadow mask, and load a small # Set an identifier, filename, and sampling traits for the phosphor mask texture. # 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5) # calculate scale_y5 (among other values): # Finally, shader passes need to know the value of geom_max_aspect_ratio used to # 2.) mask_resize_viewport_scale = vec2(scale_圆, scale_y5) # sure to set the following constants in user-preset-constants.h accordingly too: # compilation model doesn't currently allow the preset file to tell them. # Shader passes also need to know certain scales set in this preset, but their brightness of mask_shadow_texture* LUT's, in ) brightness of mask_slot_texture* LUT's, in ) brightness of mask_grille_texture* LUT's, in ) ![]() # 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's) # 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's) # 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's) # files, so set the following constants in user-preset-constants.h accordingly: # Shader passes need to know details about the image in the mask_texture LUT Shader1 = "shaders_slang/xbrz/shaders/xbrz-freescale.slang" Shader0 = "shaders_slang/crt/shaders/snes-hires-blend.slang" SNES Hi-Res Blend with XBrz Freescaleĭriver here (in this case "Vulkan" or ".slang" Leave as is for 8-bit games.Įxample Format for sharing code (please state the driver you are using in RA for the code to avoid confusion): Set the XBRz Free scaling to 2x for 16-bit games. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |