4/17/2024 0 Comments Retroarch snes border shadersThese should work fine in Launchbox, but I haven't tested this as I have only ever used RetroArch to display overlays.įor those interested, I use Solid12345's excellent analog shader pack (#3) for scan line filtering. Mask_slot_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.I've been working on a few border-overlays (bezels) and thought I would share them with the community! All overlays are intended for a 16:9 format using the core provided system aspect ratio in RetroArch. Mask_slot_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png" Mask_grille_texture_large_mipmap = "true" Mask_grille_texture_large_wrap_mode = "repeat" Mask_grille_texture_large_linear = "true" Mask_grille_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png" Mask_grille_texture_small_mipmap = "false" Mask_grille_texture_small_wrap_mode = "repeat" Mask_grille_texture_small_linear = "true" 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 SamplerLUT" Parameters = "MDAPTMODE MDAPTPWR VL_LO VL_HI CB_LO CB_HI VL CB DEBUG linear_gamma SGPT_BLEND_OPTION SGPT_BLEND_LEVEL SGPT_ADJUST_VIEW SGPT_LINEAR_GAMMA 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_detect_toggle interlace_bff interlace_1080i"īeam_horiz_linear_rgb_weight = "1.000000"Īa_subpixel_r_offset_x_runtime = "-0.333333"Īa_subpixel_r_offset_y_runtime = "0.000000" Shader17 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang" Shader16 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang" Shader15 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang" Shader14 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-brightpass.slang" Shader13 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang" Shader11 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang" Shader10 = "shaders_slang/blurs/blur5fast-horizontal.slang" Shader9 = "shaders_slang/blurs/blur5fast-vertical.slang" Shader8 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang" Shader7 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang" Shader6 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang" Shader5 = "shaders_slang/dithering/shaders/sgenpt-mix.slang" Shader4 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass4.slang" Shader3 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass3.slang" Shader2 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass2.slang" Shader1 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass1.slang" Shader0 = "shaders_slang/dithering/shaders/mdapt/passes/mdapt-pass0.slang"
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