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22 changed files with 87 additions and 426 deletions

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@ -5,28 +5,17 @@ aimed at providing a variety of effects in the vein of its parent project.
## Features ## Features
- Affine Texture Warping
- Chromatic Aberration
- Color depth reduction - Color depth reduction
- Depth of Field - Depth of Field
- Dithering - Dithering
- Downscaling - Downscaling
- Horizontal Blur - Horizontal Blur
- Interlacing
- Monochrome Mode & Palettes
- Scanlines
- Screen-Space Vertex Warping - Screen-Space Vertex Warping
- Affine Texture Warping
- World Curvature - World Curvature
## Screenshots
![2024-04-18_17 04 13](https://github.com/sleeplessval/aeon/assets/73970075/d2022abe-f39a-4e3d-a0d7-5b6d62147d9f)
![2024-04-11_12 58 13](https://github.com/sleeplessval/aeon/assets/73970075/7ced7d92-b032-4b5c-b314-d6fce4b0ed41)
![2024-04-17_11 09 10](https://github.com/sleeplessval/aeon/assets/73970075/b5c7b217-19de-45ca-8e1c-20002286997e)
![2024-04-21_21 16 47](https://github.com/sleeplessval/aeon/assets/73970075/26961585-845d-4054-9b5a-f0158d6fae9c)
## Acknowledgements ## Acknowledgements
- [Alex Charlton's post "Dithering on the GPU"](http://alex-charlton.com/posts/Dithering_on_the_GPU/). - [Alex Charlton's post "Dithering on the GPU"](http://alex-charlton.com/posts/Dithering_on_the_GPU/).
- [BSL Shaders by CaptainTatsu](https://bitslablab.com/bslshaders/). Combining downscale with dithering is the reason I forked a shader in the first place. - [BSL Shaders by CaptainTatsu](https://bitslablab.com/bslshaders/), whose downscale effect was my inspiration for forking a shader.

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@ -1,19 +1,24 @@
#version 120 #version 120
#include "/module/common.glsl" #define pixelSize 2 // the size of pixels [1 2 4 8 16]
float renderRes = pixelSize; float renderRes = pixelSize;
#define dithering // whether or not to apply dithering #define dithering // whether or not to apply dithering
#define colorMode 0 // hsv/rgb [0 1]
#define hueSteps 4 // the number of hues to use [2 4 8 16 32 64]
#define satSteps 4 // the number of saturations to use [2 4 8 16 32 64]
#define valSteps 4 // the number of lightnesses to use [2 4 8 16 32 64]
#define rgbSteps 4 // the number of rgb values to use [2 4 8 16 32 64]
uniform sampler2D gcolor; uniform sampler2D gcolor;
uniform sampler2D colortex1;
uniform float viewWidth, viewHeight; uniform float viewWidth, viewHeight;
varying vec2 texcoord; varying vec2 texcoord;
#include "/module/color_depth.frag"
#include "/module/dof.frag" #include "/module/dof.frag"
#include "/module/interlace.frag"
// All components are in the range [0…1], including hue. // All components are in the range [0…1], including hue.
vec3 rgb2hsv(vec3 c) vec3 rgb2hsv(vec3 c)
@ -98,8 +103,8 @@ vec3[2] closestColors(float hue) {
} }
float lightnessStep(float l, float lightnessSteps) { float lightnessStep(float l, float lightnessSteps) {
/* Quantize the lightness to one of `lightnessSteps` values */; /* Quantize the lightness to one of `lightnessSteps` values */
return floor((0.5 + l * (lightnessSteps - 1.0))) / (lightnessSteps - 1.0); return floor((0.5 + l * (lightnessSteps - 1.0))) / (lightnessSteps - 1.0);
} }
float dither(float color, float dithersteps) { float dither(float color, float dithersteps) {
@ -125,46 +130,26 @@ void main() {
#endif #endif
vec3 color = texture2D(gcolor, newcoord).rgb; vec3 color = texture2D(gcolor, newcoord).rgb;
#if colorMode == MODE_HSV #if colorMode == 0
color = rgb2hsv(color).xyz; color = rgb2hsv(color).xyz;
#endif #endif
vec3 final; vec3 final;
#ifdef dithering #ifdef dithering
#if colorMode == MODE_HSV #if colorMode == 0
vec3 filtered = vec3(dither(color.x, hueMax), dither(color.y, satMax), dither(color.z, valMax)).rgb; vec3 filtered = vec3(dither(color.x, hueSteps), dither(color.y, satSteps), dither(color.z, valSteps)).rgb;
final = hsv2rgb(filtered); final = hsv2rgb(filtered);
#else #else
final = vec3(dither(color.r, colormax.x), dither(color.g, colormax.y), dither(color.b, colormax.z)); final = vec3(dither(color.r, rgbSteps), dither(color.g, rgbSteps), dither(color.b, rgbSteps));
#endif #endif
#else #else
#if colorMode == MODE_HSV #if colorMode == 0
vec3 filtered = vec3(lightnessStep(color.x, hueMax), lightnessStep(color.y, satMax), lightnessStep(color.z, valMax)).rgb; vec3 filtered = vec3(lightnessStep(color.x, hueSteps), lightnessStep(color.y, satSteps), lightnessStep(color.z, valSteps)).rgb;
final = hsv2rgb(filtered); final = hsv2rgb(filtered);
#else #else
final = vec3(lightnessStep(color.r, colormax.x), lightnessStep(color.g, colormax.y), lightnessStep(color.b, colormax.z)).rgb; final = vec3(lightnessStep(color.r, rgbSteps), lightnessStep(color.g, rgbSteps), lightnessStep(color.b, rgbSteps)).rgb;
#endif #endif
#endif #endif
gl_FragData[0] = vec4(vec3(final), 1.0); //gcolor
#if colorMode == MODE_RGB && colorDepth == 1
if(final.r == 1)
final = monoHigh;
else
final = monoLow;
#endif
#ifdef interlacing
/* DRAWBUFFERS:01 */
// pull previous buffer
vec3 prev = texture2D(colortex1, texcoord).rgb;
// interlace alternates between odd and even lines on world time
if(mod(int(gl_FragCoord.y / pixelSize), 2) == mod(frameCounter, 2))
gl_FragData[0] = vec4(prev, 1);
else
gl_FragData[0] = vec4(final, 1);
gl_FragData[1] = vec4(final, 1);
#else
gl_FragData[0] = vec4(final, 1.0);
#endif
} }

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@ -1,8 +1,6 @@
#version 120 #version 120
#include "/module/common.glsl" #define pixelSize // [1 2 4 8 16]
//#define aberration
//#define hBlur //#define hBlur
varying vec2 texcoord; varying vec2 texcoord;
@ -10,39 +8,40 @@ varying vec2 texcoord;
uniform sampler2D gcolor; uniform sampler2D gcolor;
uniform float viewWidth; uniform float viewWidth;
#include "/module/aberration.frag" #ifdef hBlur
#include "/module/horizontal_blur.frag"
#include "/module/scanline.frag"
#include "/module/signal.frag"
void main() { vec2 neighbor = vec2(1 / viewWidth, 0);
vec3 color;
float avg(float l, float c, float r) {
// software post-processing effects return (l + c + r) / 3;
#ifdef hBlur
color = hblur();
#else
color = texture2D(gcolor, texcoord).rgb;
#endif
#if scanline > 0
color = scanlines(color);
#endif
// hardware post-processing effects
#if signal == SIGNAL_NTSC
color = ntsc(color);
#elif signal == SIGNAL_PAL
color = pal(color);
#endif
// physical post-processing effects
#ifdef aberration
color.rb = (color.rb + aberrate().rb) / 2;
#endif
gl_FragData[0] = vec4(color, 1);
} }
void main() {
vec3 color = texture2D(gcolor, texcoord).rgb;
vec2 left = texcoord - neighbor;
vec2 right = texcoord + neighbor;
vec3 lColor;
if(left.x >= 0)
lColor = texture2D(gcolor, left).rgb;
else
lColor = color;
vec3 rColor;
if(right.x <= viewWidth)
rColor = texture2D(gcolor, right).rgb;
else
rColor = color;
vec3 blurred = vec3(avg(lColor.r, color.r, rColor.r), avg(lColor.g, color.g, rColor.g), avg(lColor.b, color.b, rColor.b));
gl_FragData[0] = vec4(blurred, 1);
}
#else
void main() {
gl_FragData[0] = texture2D(gcolor, texcoord);
}
#endif

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@ -1,6 +1,8 @@
#version 120 #version 120
#include "/module/common.glsl" #define pixelSize 2 // [1 2 4 8 16]
#define worldCurvature 0 // [0 1 2]
varying vec2 texcoord; varying vec2 texcoord;
varying vec4 color; varying vec4 color;
@ -11,7 +13,6 @@ uniform float viewWidth, viewHeight;
#include "/module/vertex_warp.vert" #include "/module/vertex_warp.vert"
#include "/module/texture_warp.vert" #include "/module/texture_warp.vert"
#include "/module/world.vert"
void main() { void main() {
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
@ -24,16 +25,12 @@ void main() {
gl_Position = ftransform(); gl_Position = ftransform();
#endif #endif
#ifndef NON_WORLD #ifdef tWarp
#if worldCurvature > 0 texture_warp();
world_curvature();
#endif
#endif #endif
#ifndef NO_TWARP #ifndef NON_WORLD
#ifdef tWarp #include "/module/world.vert"
texture_warp();
#endif
#endif #endif
} }

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@ -1,3 +1,2 @@
#define NO_TWARP
#define NON_WORLD #define NON_WORLD
#include "/gbuffers_basic.vsh" #include "/gbuffers_basic.vsh"

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@ -1,10 +0,0 @@
#version 120
varying vec2 texcoord;
uniform sampler2D texture;
void main() {
gl_FragData[0] = texture2D(texture, texcoord);
}

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@ -1,3 +0,0 @@
#include "/gbuffers_basic.vsh"

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@ -2,15 +2,10 @@
profile.DEFAULT=Default profile.DEFAULT=Default
profile.AEON=Aeon Upstream profile.AEON=Aeon Upstream
profile.DOS=DOS profile.DOS=DOS
profile.DOTMATRIX=Dot Matrix Game
profile.EIGHTBIT=8-bit
profile.OBRADINN=Obra Dinn
profile.PSX=PSX profile.PSX=PSX
profile.REALITY=Project Reality profile.REALITY=Project Reality
profile.SNES=Super Famicom
profile.VR32=VR32 profile.VR32=VR32
option.pixelSize=Downscaling option.pixelSize=Downscaling
value.pixelSize.1=Off value.pixelSize.1=Off
value.pixelSize.2=Low (2x) value.pixelSize.2=Low (2x)
@ -18,64 +13,21 @@ value.pixelSize.4=Medium (4x)
value.pixelSize.8=High (8x) value.pixelSize.8=High (8x)
value.pixelSize.16=Silly (16x) value.pixelSize.16=Silly (16x)
screen.COLOR=Color screen.COLOR=Color
option.colorMode=Color Mode option.colorMode=Color Mode
value.colorMode.0=HSV value.colorMode.0=HSV
value.colorMode.1=RGB value.colorMode.1=RGB
option.dithering=Dithering option.dithering=Dithering
option.rgbSteps=RGB Depth
option.colorDepth=RGB Depth option.hueSteps=Hue Depth
value.colorDepth.1=Monochrome option.satSteps=Saturation Depth
value.colorDepth.3=3-bit option.valSteps=Value Depth
value.colorDepth.6=6-bit
value.colorDepth.8=8-bit
value.colorDepth.12=12-bit
value.colorDepth.15=15-bit
value.colorDepth.18=18-bit
value.colorDepth.24=Truecolor
option.monoPalette=Mono Palette
value.monoPalette.0=Black & White
value.monoPalette.1=Dot Matrix
value.monoPalette.2=Paint the Town
value.monoPalette.3=Noir
option.hueBits=Hue Depth
suffix.hueBits=-bit
option.satBits=Saturation Depth
suffix.satBits=-bit
option.valBits=Value Depth
suffix.valBits=-bit
screen.SCREEN=Screen screen.SCREEN=Screen
option.signal=Encoding
value.signal.0=None
value.signal.1=NTSC
value.signal.2=PAL
option.wire=Connector
value.wire.0=Composite
value.wire.1=S-Video
option.interlacing=Interlacing
option.scanline=Scanlines
value.scanline.0=Off
value.scanline.1=Soft
value.scanline.2=Hard
option.aberration=Chromatic Aberration
screen.CONSOLE=Consoles screen.CONSOLE=Consoles
screen.PSX=PSX (1994) screen.PSX=PSX (1994)
option.vWarp=Vertex Warping option.vWarp=Vertex Warping
option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the Playstation option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the Playstation
value.vWarp.0=Off value.vWarp.0=Off
@ -85,33 +37,22 @@ value.vWarp.4=Medium (4x)
value.vWarp.8=High (8x) value.vWarp.8=High (8x)
value.vWarp.16=Extreme (16x) value.vWarp.16=Extreme (16x)
value.vWarp.32=Silly (32x) value.vWarp.32=Silly (32x)
option.tWarp=Texture Warping option.tWarp=Texture Warping
option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the Playstation option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the Playstation
screen.REALITY=Project Reality (1996) screen.REALITY=Project Reality (1996)
option.hBlur=Horizontal Blur option.hBlur=Horizontal Blur
option.hBlur.comment=Emulates the blur responsible for reducing LCD clarity on the N64 option.hBlur.comment=Emulates the blur responsible for reducing LCD clarity on the N64
screen.FX=FX screen.FX=FX
option.dof=Depth of Field option.dof=Depth of Field
option.dof.comment=Downscale out-of-focus objects option.dof.comment=Downscale out-of-focus objects
option.dofRes=DoF Dither option.dofRes=DoF Dither
option.dofRes.comment=Whether DoF focus affects dither resolution. option.dofRes.comment=Whether DoF focus affects dither resolution.
value.dofRes.0=Static
value.dofRes.1=Dynamic
option.worldCurvature=World Curvature option.worldCurvature=World Curvature
value.worldCurvature.0=Off value.worldCurvature.0=Off
value.worldCurvature.1=Cylinder value.worldCurvature.1=Cylinder
value.worldCurvature.2=Round value.worldCurvature.2=Round
option.worldRadius=Curvature Strength
value.worldRadius.1024=Low (1024)
value.worldRadius.512=Medium (512)
value.worldRadius.256=High (256)
value.worldRadius.-256=Inverse (-256)

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@ -1,11 +0,0 @@
vec2 caOffset = vec2(2 * pixelSize / viewWidth, 0);
vec3 aberrate() {
vec2 offset = caOffset * cos(texcoord * 3.14);
float red = texture2D(gcolor, texcoord + offset).r;
float blue = texture2D(gcolor, texcoord - offset).b;
return vec3(red, 0, blue);
}

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@ -1,61 +0,0 @@
#include "/var/color_depth.glsl"
#define colorMode 0 // [0 1]
#define hueBits 2 // [1 2 3 4 5 6 7 8]
#define satBits 2 // [1 2 3 4 5 6 7 8]
#define valBits 2 // [1 2 3 4 5 6 7 8]
#define colorDepth 6 // [1 3 6 8 12 15 18 24]
#define monoPalette 0 // [0 1 2 3]
#if colorMode == MODE_HSV
// -- HSV --
float bit_max(int bits) {
return pow(2, bits);
}
float hueMax = bit_max(hueBits);
float satMax = bit_max(satBits);
float valMax = bit_max(valBits);
#else
// -- RGB --
#if colorDepth == 1
vec3 colormax = vec3(2, 1, 1);
#elif colorDepth == 3
vec3 colormax = vec3(2, 2, 2);
#elif colorDepth == 6
vec3 colormax = vec3(4, 4, 4);
#elif colorDepth == 8
// 8-bit is 3:3:2
vec3 colormax = vec3(8, 8, 4);
#elif colorDepth == 12
vec3 colormax = vec3(16, 16, 16);
#elif colorDepth == 15
vec3 colormax = vec3(32, 32, 32);
#elif colorDepth == 18
vec3 colormax = vec3(64, 64, 64);
#elif colorDepth == 24
vec3 colormax = vec3(256, 256, 256);
#endif
#if monoPalette == MONOCHROME_BW
vec3 monoHigh = vec3(1);
vec3 monoLow = vec3(0);
#elif monoPalette == MONOCHROME_DOTMATRIX
vec3 monoHigh = vec3(0.31, 0.40, 0.03);
vec3 monoLow = vec3(0.17, 0.29, 0.13);
#elif monoPalette == MONOCHROME_MOTIONSICK
vec3 monoHigh = vec3(1, 0, 0);
vec3 monoLow = vec3(0);
#elif monoPalette == MONOCHROME_NOIR
vec3 monoHigh = vec3(0.73, 0.67, 0.55);
vec3 monoLow = vec3(0.26, 0.23, 0.19);
#endif
#endif

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@ -1,3 +0,0 @@
#define pixelSize 2 // [1 2 4 8 16]

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@ -10,7 +10,7 @@ const float centerDepthSmoothHalfLife = 16f;
vec2 depthOfField() { vec2 depthOfField() {
float depth = texture2D(depthtex1, texcoord).x; float depth = texture2D(depthtex1, texcoord).x;
float distance = depth - centerDepthSmooth; float distance = depth - centerDepthSmooth;
int stops = max(min(int(sqrt(distance * 256)), 5), 0); int stops = max(min(int(distance * 96), 5), 0);
#if pixelSize > 1 #if pixelSize > 1
float virtualSize = pow(float(pixelSize), 1 + stops); float virtualSize = pow(float(pixelSize), 1 + stops);

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@ -1,23 +0,0 @@
vec2 neighborOffset = vec2(1 / viewWidth, 0);
float avg(float l, float c, float r) {
return (l + c + r) / 3;
}
vec3 hblur() {
vec3 center = texture2D(gcolor, texcoord).rgb;
vec3 sum = vec3(0);
int count = 0;
for(int x = -2; x < 2; x++) {
vec2 pos = texcoord - (neighborOffset * x);
if(pos.x >= 0 && pos.x < viewWidth) {
sum += texture2D(gcolor, pos).rgb;
count++;
}
}
return sum / count;
}

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@ -1,10 +0,0 @@
//#define interlacing
#ifdef interlacing
uniform sampler2D colortex1;
const bool colortex1Clear = false;
uniform int frameCounter;
#endif

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@ -1,18 +0,0 @@
#include "/var/scanline.glsl"
#define scanline 0 // [0 1 2]
vec3 scanlines(vec3 color) {
#if scanline == SCANLINE_SOFT
if(mod(int(gl_FragCoord.y / pixelSize * 2), 2) == 0)
color.rgb *= 0.95;
else
color.rgb /= 0.95;
#elif scanline == SCANLINE_HARD
if(mod(int(gl_FragCoord.y / pixelSize), 2) == 0)
color.rgb *= 0.5;
#endif
return color;
}

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@ -1,69 +0,0 @@
#include "/var/signal.glsl"
#define signal 0 // [0 1 2]
#define wire 0 // [0 1]
float luminance(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
vec3 ntsc(vec3 color) {
// convert to YIQ
float y = luminance(color);
float i = dot(color, vec3(0.596, -.274, -.322));
float q = dot(color, vec3(0.211, -.523, 0.312));
// faux ntsc signal
float carrier = 6.283 * 3.570 * gl_FragCoord.x; // 2π * 3.57MHz * x
float phase = sin(carrier) * i + cos(carrier) * q;
float quad = cos(carrier) * i - sin(carrier) * q;
// decode faux signal
#if wire == WIRE_COMPOSITE
float composite = phase + (y * 5.500); // p + (y * 5.5MHz)
y = round(composite * 5.500) / 30.250;
phase = composite - quad - (y * 5.500);
quad = composite - phase - (y * 5.500);
#endif
i = quad * cos(carrier);
q = phase * sin(carrier);
// convert back to RGB
vec3 yiqColor = vec3(y, i, q);
float r = dot(yiqColor, vec3(1, 0.956, 0.619));
float g = dot(yiqColor, vec3(1, -.272, -.674));
float b = dot(yiqColor, vec3(1, -1.106, 1.703));
return vec3(r, g, b).rgb;
}
vec3 pal(vec3 color) {
// convert to YUV
float y = luminance(color);
float u = 0.492 * (color.b - y);
float v = 0.877 * (color.r - y);
// faux pal signal
float carrier = 6.283 * 4.434;
float phase = sin(carrier) * u - cos(carrier) * v;
float quad = cos(carrier) * u - sin(carrier) * v;
// decode faux signal
#if wire == WIRE_COMPOSITE
float composite = y + phase;
#endif
u = quad * cos(carrier);
v = phase * sin(carrier);
// convert back to RGB
vec3 yuvColor = vec3(y, u, v);
float r = y + (1.140 * v);
float g = y - (0.395 * u) - (0.581 * v);
float b = y + (2.033 * u);
return vec3(r, g, b).rgb;
}

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@ -1,16 +1,8 @@
#if worldCurvature == 1
#include "/var/world.glsl" float z = gl_Position.z * gl_Position.z;
gl_Position.y -= z / 256;
#define worldCurvature 0 // [0 1 2] #elif worldCurvature == 2
#define worldRadius 512 // [1024 512 256 -256] vec2 xz = gl_Position.xz;
gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / 512) / 5;
void world_curvature() { #endif
#if worldCurvature == CURVATURE_CYLINDER
float z = gl_Position.z * gl_Position.z;
gl_Position.y -= 2 * z / worldRadius;
#elif worldCurvature == CURVATURE_ROUND
vec2 xz = gl_Position.xz;
gl_Position.y -= round(( dot(xz, xz) / worldRadius ) * 8) / 8;
#endif
}

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@ -1,26 +1,23 @@
sliders=pixelSize colorDepth hueBits satBits valBits vWarp worldRadius sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
# -- PROFILES -- # -- PROFILES --
profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueBits=2 satBits=2 valBits=2 vWarp=0 !tWarp !hBlur !interlacing profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
profile.AEON=pixelSize=1 colorMode=0 dithering hueBits=3 satBits=2 valBits=2 vWarp=0 !tWarp !hBlur !interlacing profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
profile.DOS=pixelSize=4 colorMode=1 dithering colorDepth=3 vWarp=1 !tWarp !hBlur !interlacing profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp !hBlur
profile.DOTMATRIX=pixelSize=4 colorMode=1 colorDepth=1 monoPalette=1 dithering vWarp=1 !tWarp !hBlur !interlacing profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp !hBlur
profile.EIGHTBIT=pixelSize=4 colorMode=1 dithering colorDepth=8 vWarp=0 !tWarp !hBlur !interlacing profile.REALITY=profile.PSX !tWarp hBlur
profile.OBRADINN=pixelSize=2 colorMode=1 colorDepth=1 monoPalette=0 dithering vWarp=0 !tWarp !hBlur !interlacing profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp !hBlur
profile.PSX=pixelSize=2 colorMode=1 !dithering colorDepth=24 vWarp=2 tWarp !hBlur interlacing
profile.REALITY=pixelSize=2 colorMode=1 colorDepth=15 !dithering vWarp=0 !tWarp hBlur interlacing
profile.VR32=pixelSize=8 colorMode=1 !dithering colorDepth=1 monoPalette=2 vWarp=1 !tWarp !hBlur !interlacing
# -- SCREENS -- # -- SCREENS --
# default # default
screen=<profile> <empty> <empty> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX] screen=<profile> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX]
# colors # colors
screen.COLOR.columns=3 screen.COLOR.columns=3
screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSteps valSteps
# screen effects # screen effects
screen.SCREEN=signal wire interlacing scanline <empty> <empty> aberration screen.SCREEN=<empty>
# console effects # console effects
screen.CONSOLE.columns=1 screen.CONSOLE.columns=1
@ -29,7 +26,7 @@ screen.PSX=vWarp tWarp # playstation
screen.REALITY=hBlur # nintendo 64 screen.REALITY=hBlur # nintendo 64
# custom effects # custom effects
screen.FX=dof dofRes <empty> <empty> worldCurvature worldRadius screen.FX=dof dofRes worldCurvature
# -- CONDITIONALS -- # -- CONDITIONALS --
gbuffers_hand.enabled=tWarp gbuffers_hand.enabled=tWarp

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// color mode IDs
#define MODE_HSV 0
#define MODE_RGB 1
// monochrome palette IDs
#define MONOCHROME_BW 0
#define MONOCHROME_DOTMATRIX 1
#define MONOCHROME_MOTIONSICK 2
#define MONOCHROME_NOIR 3

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#define SCANLINE_SOFT 1
#define SCANLINE_HARD 2
#define SCANLINE_STRETCH 3

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#define SIGNAL_RGB 0
#define SIGNAL_NTSC 1
#define SIGNAL_PAL 2
#define WIRE_COMPOSITE 0
#define WIRE_SVIDEO 1

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// world curvature IDs
#define CURVATURE_OFF 0
#define CURVATURE_CYLINDER 1
#define CURVATURE_ROUND 2