├── palette.png ├── background.png ├── xbr ├── README.md ├── xbr-lv2.glslp ├── xbr-lv3.glslp ├── xbr-lv2-fast.glslp ├── xbr-lv1-noblend.glslp ├── xbr-lv2-noblend.glslp ├── xbr-lv3-noblend.glslp ├── shaders │ ├── super-xbr │ │ └── super-xbr-params.inc │ └── xbr-lv2-multipass │ │ ├── xbr-lv2-a.glslp │ │ ├── xbr-lv2-b.glslp │ │ ├── xbr-lv2-c.glslp │ │ ├── xbr-lv2-d.glslp │ │ ├── xbr-lv2-dilation-a.glslp │ │ ├── xbr-lv2-dilation-b.glslp │ │ ├── xbr-lv2-dilation-c.glslp │ │ ├── xbr-lv2-dilation-d.glslp │ │ └── xbr-lv2-noblend-dilation-c.glslp ├── xbr-hybrid.glslp ├── xbr-lv2-multipass.glslp ├── xbr-lv3-multipass.glslp ├── super-xbr-2p.glslp ├── super-xbr-3p-smoother.glslp ├── super-xbr-fast-3p.glslp ├── xbr-mlv4-multipass.glslp └── xbr-mlv4-dilation.glslp ├── borders ├── sgb │ ├── sgb.png │ ├── sample-borders │ │ ├── gbc-berry.png │ │ ├── gbc-grape.png │ │ ├── gbc-kiwi.png │ │ ├── gbc-red.png │ │ ├── gbc-teal.png │ │ ├── sgb-default.png │ │ ├── gbc-dandelion.png │ │ ├── sgb2-default.png │ │ ├── pokemon-crystal.png │ │ └── sgb2-circuitboard.png │ ├── sgb.glslp │ ├── sgb-crt-easymode.glslp │ └── README.txt ├── 1080p │ ├── border-1080p.png │ ├── snow.glslp │ ├── mudlord.glslp │ ├── voronoi.glslp │ ├── water.glslp │ ├── imgborder.glslp │ ├── color-grid.glslp │ ├── shiny-iterations.glslp │ └── bigblur.glslp ├── 1440p │ ├── border-1440p.png │ ├── snow.glslp │ ├── mudlord.glslp │ ├── voronoi.glslp │ ├── water.glslp │ ├── imgborder.glslp │ ├── color-grid.glslp │ ├── shiny-iterations.glslp │ └── bigblur.glslp ├── 2160p │ ├── border-2160p.png │ ├── snow.glslp │ ├── mudlord.glslp │ ├── voronoi.glslp │ ├── water.glslp │ ├── imgborder.glslp │ ├── color-grid.glslp │ ├── shiny-iterations.glslp │ └── bigblur.glslp ├── 2560x1600 │ ├── border-2560x1600.png │ ├── snow.glslp │ ├── water.glslp │ ├── mudlord.glslp │ ├── voronoi.glslp │ ├── color-grid.glslp │ ├── imgborder.glslp │ ├── shiny-iterations.glslp │ └── bigblur.glslp └── gameboy-player │ ├── gameboy-player.png │ ├── sample-borders │ ├── gbpblack.png │ ├── gbpcamo.png │ ├── gbpcube.png │ ├── gbpcube2.png │ ├── gbpknit.png │ ├── gbpstone.png │ ├── gbpwood.png │ ├── gbpblocks.png │ ├── gbpmachine.png │ ├── gbpplanets.png │ └── gbppokemon.png │ ├── gameboy-player.glslp │ └── gameboy-player-crt-easymode.glslp ├── ddt ├── ddt.glslp ├── ddt-extended.glslp ├── ddt-waterpaint.glslp └── README.md ├── retro ├── aann.glslp ├── bead.glslp ├── bevel.glslp ├── pixellate.glslp ├── retro-v2.glslp ├── 5xbr-retro.glslp └── sharp-bilinear.glslp ├── crt ├── crt-geom.glslp ├── dotmask.glslp ├── shaders │ └── phosphor.glslp ├── crt-lottes.glslp ├── crt-caligari.glslp ├── crt-cgwg-fast.glslp ├── crt-easymode.glslp ├── crt-hyllian.glslp ├── tvout-tweaks.glslp ├── crt-reverse-aa.glslp ├── phosphor-trails.glslp ├── crt-hyllian-fast.glslp ├── snes-hires-blend.glslp ├── tv-highcontrast-hd.glslp ├── crt-lottes-halation.glslp ├── tv-highcontrast-hd-1152x672.glslp ├── 4xbr-hybrid-crt.glslp ├── 4xbr-hybrid-crt-b.glslp ├── gtuv50.glslp ├── gtuv50-radeon.glslp ├── crt-hyllian-glow.glslp ├── crt-interlaced-halation.glslp ├── crtglow_gauss.glslp ├── crtglow_lanczos.glslp ├── GTU-famicom.glslp └── crt-easymode-halation.glslp ├── handheld ├── lcd-shader │ ├── background.png │ ├── README.md │ ├── backup-3 │ │ └── lcd-shader.glslp │ ├── lcd-shader.glslp │ ├── backup-2 │ │ └── lcd-shader.glslp │ └── backup │ │ └── lcd-shader.glslp ├── gameboy │ ├── resources │ │ ├── palette.png │ │ ├── background.png │ │ ├── sample-bgs │ │ │ ├── dmg-bg.png │ │ │ ├── paper-bg.png │ │ │ └── grainy-bg.png │ │ └── sample-palettes │ │ │ ├── b-w-palette.png │ │ │ ├── dmg-palette-0.png │ │ │ ├── dmg-palette-1.png │ │ │ ├── dmg-palette-2.png │ │ │ ├── gbp-palette.png │ │ │ ├── gblight-palette.png │ │ │ ├── gblight-palette-1.png │ │ │ ├── gblight-palette-2.png │ │ │ └── gblight-palette-3.png │ ├── gb-shader.glslp │ ├── gb-pocket-shader.glslp │ └── gb-light-shader.glslp ├── console-border │ ├── resources │ │ ├── dmg-palette.png │ │ ├── psp border.png │ │ ├── dmg-background.png │ │ ├── pocket-palette.png │ │ ├── pocket-background.png │ │ ├── gg-border-square-4x.png │ │ ├── color-border-square-4x.png │ │ ├── dmg-border-square-4x.png │ │ ├── gba-border-square-4x.png │ │ ├── ngpc-border-square-4x.png │ │ └── pocket-border-square-4x.png │ ├── psp-2x.glslp │ ├── psp-3x.glslp │ ├── psp-4x.glslp │ ├── psp-5x.glslp │ ├── psp-6x.glslp │ ├── gba-2x.glslp │ ├── gg-2x.glslp │ ├── gg-3x.glslp │ ├── gg-4x.glslp │ ├── gg-5x.glslp │ ├── gg-6x.glslp │ ├── gba-3x.glslp │ ├── gba-4x.glslp │ ├── gba-5x.glslp │ ├── gba-6x.glslp │ ├── gbc-2x.glslp │ ├── gbc-3x.glslp │ ├── gbc-4x.glslp │ ├── gbc-5x.glslp │ ├── gbc-6x.glslp │ ├── ngpc-2x.glslp │ ├── ngpc-3x.glslp │ ├── ngpc-4x.glslp │ ├── ngpc-5x.glslp │ └── ngpc-6x.glslp ├── lcd_cgwg │ ├── lcd-cgwg.glslp │ ├── lcd-grid-v2.glslp │ ├── lcd-grid-v2-gba-color.glslp │ ├── lcd-grid-v2-motionblur.glslp │ ├── lcd-grid-v2-gba-color-motionblur.glslp │ └── lcd-grid-v2-nds-color.glslp └── nds.glslp ├── mudlord ├── bloom.glslp ├── blur.glslp ├── emboss.glslp ├── oldtv.glslp ├── toon.glslp ├── sharpen.glslp ├── mud-mudlord.glslp ├── noise-mudlord.glslp └── waterpaint-mudlord.glslp ├── quad ├── biquad.glslp └── quad_interp.glslp ├── windowed ├── jinc2.glslp ├── lanczos4.glslp ├── lanczos6.glslp ├── lanczos12.glslp ├── lanczos16.glslp ├── jinc2-sharp.glslp ├── jinc2-sharper.glslp └── lanczos2-sharp.glslp ├── anti-aliasing ├── fx-aa.glslp ├── reverse-aa.glslp ├── fxaa-edge-detect.glslp ├── advanced-aa.glslp └── aa-shader-4.o.glslp ├── sabr ├── sabr-v1.1.glslp └── sabr-v3.0.glslp ├── waterpaint ├── water.glslp ├── waterpaint.glslp └── waterpaint-hc.glslp ├── dithering ├── gendither.glslp ├── cbod_v1.glslp ├── gdapt.glslp ├── gdapt+xbr-hybrid+ddt.glslp ├── gdapt+xbr-hybrid+aa.glslp ├── mdapt.glslp ├── mdapt+xbr-hybrid+ddt.glslp └── mdapt+xbr-hybrid+aa.glslp ├── bicubic ├── bicubic-fast.glslp ├── bicubic-sharp.glslp ├── bicubic-normal.glslp └── bicubic-sharper.glslp ├── motionblur ├── braid-rewind.glslp ├── motionblur-blue.glslp ├── motionblur-color.glslp ├── motionblur-simple.glslp └── feedback.glslp ├── neon └── neon-variation-1.glslp ├── sharpen └── adaptive-sharpen.glslp ├── phosphor.glslp ├── barrel-distortion.glslp ├── crt-pi.glslp ├── hqx ├── single-pass │ ├── hq2x.glslp │ ├── hq3x.glslp │ └── hq4x.glslp ├── hq2x.glslp ├── hq3x.glslp └── hq4x.glslp ├── crt-pi-mask.glslp ├── crt-pi-barrel.glslp ├── python ├── python.glslp └── shader.py ├── xsal └── 2xsal.glslp ├── xsoft └── 4xsoft.glslp ├── scalehq ├── 2xScaleHQ.glslp └── 4xScaleHQ.glslp ├── scalenx ├── scale2x.glslp ├── scale3x.glslp ├── scale2xSFX.glslp ├── scale2xplus.glslp └── scale3xSFX.glslp ├── eagle └── super-eagle.glslp ├── hq2x.glslp ├── xsai └── super-2xsai.glslp ├── hq2x2.glslp ├── retroarch.glslp ├── 5xbr-retro.glslp ├── hq4x.glslp ├── CRT_cgwg.glslp ├── cgp ├── crt-reverse-aa-ddt.glslp ├── xbr-hybrid-ddt.glslp ├── 4xbr-v3.7c-dark.glslp ├── 2xbr-reverse-aa.glslp ├── xbr-hybrid-bicubic.glslp ├── xbr-hybrid-lanczos.glslp ├── xbr-hybrid-sharp-lanczos.glslp ├── xbr-smart-blur.glslp ├── 2xbr-crt-hyllian.glslp ├── 2xbr-hybrid-crt-hyllian.glslp ├── 2xbr-jinc2-sharper-hybrid.glslp ├── n64-vifilter │ ├── vifilter.glslp │ ├── vifilter-480i.glslp │ ├── vifilter-crt.glslp │ ├── vifilter-scanline.glslp │ └── vifilter-angrylion-force240p.glslp ├── gameboy-colors.glslp ├── gameboy-screen-grid.glslp ├── xbr-dilation-smart-blur-4xsoft.glslp ├── lowquality-lcd+motionblur.glslp ├── gameboy-screen-grid+motionblur.glslp ├── lowquality-lcd.glslp ├── tvout │ ├── tvout.glslp │ ├── tvout+snes-hires-blend.glslp │ └── tvout-pixelsharp.glslp ├── 2x2xscalehq.glslp └── tvout+interlacing │ ├── tvout+interlacing.glslp │ └── tvout+snes-hires-blend+interlacing.glslp ├── bsnes_gamma_ramp.glslp ├── cgwg-CRT-flat.glslp ├── hq2x_phosphor.glslp ├── snes.glslp ├── README.md ├── hq2xwaterpaint.glslp ├── snes_scanline.glslp ├── hq2xwaterpaintscanline.glslp ├── blurs ├── quality-test-presets │ ├── test-blur3x3-gamma-encode-every-fbo.glslp │ ├── test-blur5x5-gamma-encode-every-fbo.glslp │ ├── test-blur7x7-gamma-encode-every-fbo.glslp │ ├── test-blur9x9-gamma-encode-every-fbo.glslp │ ├── test-blur3x3resize-gamma-encode-every-fbo.glslp │ ├── test-blur6x6shared-gamma-encode-every-fbo.glslp │ ├── test-blur8x8shared-gamma-encode-every-fbo.glslp │ ├── test-blur10x10shared-gamma-encode-every-fbo.glslp │ ├── test-blur12x12shared-gamma-encode-every-fbo.glslp │ ├── test-blur6x6shared-mipmap-gamma-encode-every-fbo.glslp │ ├── test-blur8x8shared-mipmap-gamma-encode-every-fbo.glslp │ ├── test-blur10x10shared-mipmap-gamma-encode-every-fbo.glslp │ ├── test-blur12x12shared-mipmap-gamma-encode-every-fbo.glslp │ ├── test-blur3fast-gamma-encode-every-fbo.glslp │ ├── test-blur5fast-gamma-encode-every-fbo.glslp │ ├── test-blur7fast-gamma-encode-every-fbo.glslp │ ├── test-blur9fast-gamma-encode-every-fbo.glslp │ ├── test-blur11fast-gamma-encode-every-fbo.glslp │ ├── test-blur3resize-gamma-encode-every-fbo.glslp │ ├── test-blur5resize-gamma-encode-every-fbo.glslp │ ├── test-blur7resize-gamma-encode-every-fbo.glslp │ ├── test-blur9resize-gamma-encode-every-fbo.glslp │ ├── test-blur11resize-gamma-encode-every-fbo.glslp │ ├── test-blur3x3-srgb.glslp │ ├── test-blur5x5-srgb.glslp │ ├── test-blur7x7-srgb.glslp │ ├── test-blur9x9-srgb.glslp │ ├── test-blur3x3resize-srgb.glslp │ ├── test-blur6x6shared-srgb.glslp │ ├── test-blur8x8shared-srgb.glslp │ ├── test-blur10x10shared-srgb.glslp │ ├── test-blur12x12shared-srgb.glslp │ ├── test-blur6x6shared-mipmap-srgb.glslp │ ├── test-blur8x8shared-mipmap-srgb.glslp │ ├── test-blur10x10shared-mipmap-srgb.glslp │ ├── test-blur12x12shared-mipmap-srgb.glslp │ ├── test-blur3fast-srgb.glslp │ ├── test-blur5fast-srgb.glslp │ ├── test-blur7fast-srgb.glslp │ ├── test-blur9fast-srgb.glslp │ ├── test-blur11fast-srgb.glslp │ ├── test-blur3resize-srgb.glslp │ ├── test-blur5resize-srgb.glslp │ ├── test-blur7resize-srgb.glslp │ ├── test-blur9resize-srgb.glslp │ └── test-blur11resize-srgb.glslp └── large-input-quality-test-presets │ ├── test-large-input-blur6x6shared-gamma-encode-every-fbo.glslp │ ├── test-large-input-blur8x8shared-gamma-encode-every-fbo.glslp │ ├── test-large-input-blur10x10shared-gamma-encode-every-fbo.glslp │ ├── test-large-input-blur12x12shared-gamma-encode-every-fbo.glslp │ ├── test-large-input-blur6x6shared-mipmap-gamma-encode-every-fbo.glslp │ ├── test-large-input-blur8x8shared-mipmap-gamma-encode-every-fbo.glslp │ ├── test-large-input-blur10x10shared-mipmap-gamma-encode-every-fbo.glslp │ ├── test-large-input-blur12x12shared-mipmap-gamma-encode-every-fbo.glslp │ ├── test-large-input-blur6x6shared-srgb.glslp │ ├── test-large-input-blur8x8shared-srgb.glslp │ ├── test-large-input-blur10x10shared-srgb.glslp │ ├── test-large-input-blur12x12shared-srgb.glslp │ ├── test-large-input-blur6x6shared-mipmap-srgb.glslp │ ├── test-large-input-blur8x8shared-mipmap-srgb.glslp │ ├── test-large-input-blur10x10shared-mipmap-srgb.glslp │ └── test-large-input-blur12x12shared-mipmap-srgb.glslp ├── hq4x_lcd3x.glslp ├── ntsc ├── ntsc-256px-svideo.glslp ├── ntsc-256px.glslp ├── ntsc-320px.glslp ├── ntsc-320px-svideo.glslp ├── ntsc-rgbyuv.inc ├── shaders │ ├── ntsc-rgbyuv.inc │ ├── ntsc-pass2-decode.inc │ ├── ntsc-pass2-vertex.inc │ ├── ntsc-pass1-vertex.inc │ ├── ntsc-pass1-encode-demodulate.inc │ └── ntsc-param.inc ├── ntsc-pass2-decode.inc ├── ntsc.glslp ├── ntsc-svideo.glslp ├── ntsc-pass2-vertex.inc ├── ntsc-pass1-vertex.inc ├── ntsc-256px-gauss-scanline.glslp ├── ntsc-256px-svideo-gauss-scanline.glslp ├── ntsc-320px-gauss-scanline.glslp ├── ntsc-320px-svideo-gauss-scanline.glslp ├── ntsc-pass1-encode-demodulate.inc └── ntsc-param.inc ├── barrel-distortion_lanczos4.glslp ├── snes_phosphor.glslp ├── snes_hq2xwaterpaint.glslp ├── snes_waterpaint.glslp ├── snes_hq2xwaterpainthicontrast.glslp ├── snes_hq2xwaterpaintscanline.glslp ├── hq2x&lcd3x.glslp ├── hq2x_lcd3x.glslp ├── snes2.glslp ├── 3dfx ├── shaders │ └── old │ │ └── 3dfx_4x1.glslp └── 3dfx_4x1.glslp ├── 5xbr-retro_phosphor.glslp ├── snes_lcd3x.glslp ├── barrel-distortion_phosphor.glslp ├── test └── cgp │ ├── 2xbr-c-lv1-ra.glslp │ ├── 2xbr-lv3-ra.glslp │ └── 2xbr-c-lv1-ra-dilation.glslp ├── barrel-distortion_snes.glslp ├── nedi └── nedi.glslp ├── ntsc.glslp ├── gameboy.glslp ├── gameboy2.glslp ├── snes3.glslp └── snes_hq2x.glslp /palette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/palette.png -------------------------------------------------------------------------------- /background.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/background.png -------------------------------------------------------------------------------- /xbr/README.md: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/xbr/README.md -------------------------------------------------------------------------------- /borders/sgb/sgb.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sgb.png -------------------------------------------------------------------------------- /borders/1080p/border-1080p.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/1080p/border-1080p.png -------------------------------------------------------------------------------- /borders/1440p/border-1440p.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/1440p/border-1440p.png -------------------------------------------------------------------------------- /borders/2160p/border-2160p.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/2160p/border-2160p.png -------------------------------------------------------------------------------- /ddt/ddt.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/ddt.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /retro/aann.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/aann.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /retro/bead.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/bead.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/crt-geom.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-geom.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/dotmask.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/dotmask.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/shaders/phosphor.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = phosphor.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /handheld/lcd-shader/background.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/lcd-shader/background.png -------------------------------------------------------------------------------- /mudlord/bloom.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/bloom.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /mudlord/blur.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/blur.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /mudlord/emboss.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/emboss.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /mudlord/oldtv.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/oldtv.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /mudlord/toon.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/toon.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /quad/biquad.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/biquad.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /retro/bevel.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/bevel.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /windowed/jinc2.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/jinc2.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /xbr/xbr-lv2.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/xbr-lv2.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /xbr/xbr-lv3.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/xbr-lv3.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /anti-aliasing/fx-aa.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/fx-aa.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/crt-lottes.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-lottes.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /mudlord/sharpen.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/sharpen.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /retro/pixellate.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/pixellate.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /retro/retro-v2.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/retro-v2.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /sabr/sabr-v1.1.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/sabr-v1.1.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /sabr/sabr-v3.0.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/sabr-v3.0.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /waterpaint/water.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/water.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /windowed/lanczos4.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/lanczos4.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /windowed/lanczos6.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/lanczos6.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /borders/1080p/snow.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/snow-1080p.glsl 4 | 5 | textures = bg 6 | bg = border-1080p.png 7 | -------------------------------------------------------------------------------- /borders/1440p/snow.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/snow-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-1440p.png 7 | -------------------------------------------------------------------------------- /borders/2160p/snow.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/snow-2160p.glsl 4 | 5 | textures = bg 6 | bg = border-2160p.png 7 | -------------------------------------------------------------------------------- /borders/2560x1600/border-2560x1600.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/2560x1600/border-2560x1600.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/gbc-berry.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/gbc-berry.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/gbc-grape.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/gbc-grape.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/gbc-kiwi.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/gbc-kiwi.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/gbc-red.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/gbc-red.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/gbc-teal.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/gbc-teal.png -------------------------------------------------------------------------------- /crt/crt-caligari.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-caligari.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/crt-cgwg-fast.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-cgwg-fast.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/crt-easymode.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-easymode.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/crt-hyllian.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-hyllian.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/tvout-tweaks.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/tvout-tweaks.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /ddt/ddt-extended.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/ddt-extended.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /dithering/gendither.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader1 = shaders/gendither.glsl 4 | filter_linear1 = false 5 | scale_type_1 = source 6 | -------------------------------------------------------------------------------- /handheld/gameboy/resources/palette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/palette.png -------------------------------------------------------------------------------- /mudlord/mud-mudlord.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/mud-mudlord.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /quad/quad_interp.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/quad_interp.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /retro/5xbr-retro.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/5xbr-retro.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /windowed/lanczos12.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/lanczos12.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /windowed/lanczos16.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/lanczos16.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /xbr/xbr-lv2-fast.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/xbr-lv2-fast.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /anti-aliasing/reverse-aa.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/reverse-aa.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /bicubic/bicubic-fast.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/bicubic-fast.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /bicubic/bicubic-sharp.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/bicubic-sharp.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /borders/1080p/mudlord.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/mudlord-1080p.glsl 4 | 5 | textures = bg 6 | bg = border-1080p.png 7 | -------------------------------------------------------------------------------- /borders/1080p/voronoi.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/voronoi-1080p.glsl 4 | 5 | textures = bg 6 | bg = border-1080p.png 7 | -------------------------------------------------------------------------------- /borders/1080p/water.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/water-1080p.glsl 4 | 5 | textures = bg 6 | bg = border-1080p.png 7 | -------------------------------------------------------------------------------- /borders/1440p/mudlord.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/mudlord-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-1440p.png 7 | -------------------------------------------------------------------------------- /borders/1440p/voronoi.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/voronoi-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-1440p.png 7 | -------------------------------------------------------------------------------- /borders/1440p/water.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/water-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-1440p.png 7 | -------------------------------------------------------------------------------- /borders/2160p/mudlord.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/mudlord-2160p.glsl 4 | 5 | textures = bg 6 | bg = border-2160p.png 7 | -------------------------------------------------------------------------------- /borders/2160p/voronoi.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/voronoi-2160p.glsl 4 | 5 | textures = bg 6 | bg = border-2160p.png 7 | -------------------------------------------------------------------------------- /borders/2160p/water.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/water-2160p.glsl 4 | 5 | textures = bg 6 | bg = border-2160p.png 7 | -------------------------------------------------------------------------------- /borders/2560x1600/snow.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/snow-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-2560x1600.png -------------------------------------------------------------------------------- /borders/2560x1600/water.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/water-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-2560x1600.png -------------------------------------------------------------------------------- /borders/gameboy-player/gameboy-player.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/gameboy-player.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/sgb-default.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/sgb-default.png -------------------------------------------------------------------------------- /crt/crt-reverse-aa.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-reverse-aa.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/phosphor-trails.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/phosphor-trails.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /ddt/ddt-waterpaint.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/ddt-waterpaint.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /handheld/gameboy/resources/background.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/background.png -------------------------------------------------------------------------------- /motionblur/braid-rewind.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/braid-rewind.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /mudlord/noise-mudlord.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/noise-mudlord.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /retro/sharp-bilinear.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/sharp-bilinear.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /waterpaint/waterpaint.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/waterpaint.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /windowed/jinc2-sharp.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/jinc2-sharp.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /windowed/jinc2-sharper.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/jinc2-sharper.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /xbr/xbr-lv1-noblend.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/xbr-lv1-noblend.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /xbr/xbr-lv2-noblend.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/xbr-lv2-noblend.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /xbr/xbr-lv3-noblend.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/xbr-lv3-noblend.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /bicubic/bicubic-normal.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/bicubic-normal.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /bicubic/bicubic-sharper.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/bicubic-sharper.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /borders/1080p/imgborder.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/imgborder-1080p.glsl 4 | 5 | textures = bg 6 | bg = border-1080p.png 7 | -------------------------------------------------------------------------------- /borders/1440p/imgborder.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/imgborder-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-1440p.png 7 | -------------------------------------------------------------------------------- /borders/2160p/imgborder.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/imgborder-2160p.glsl 4 | 5 | textures = bg 6 | bg = border-2160p.png 7 | -------------------------------------------------------------------------------- /borders/2560x1600/mudlord.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/mudlord-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-2560x1600.png -------------------------------------------------------------------------------- /borders/2560x1600/voronoi.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/voronoi-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-2560x1600.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/gbc-dandelion.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/gbc-dandelion.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/sgb2-default.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/sgb2-default.png -------------------------------------------------------------------------------- /crt/crt-hyllian-fast.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-hyllian-fast.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/snes-hires-blend.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/snes-hires-blend.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /crt/tv-highcontrast-hd.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/tv-highcontrast-hd.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /neon/neon-variation-1.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/neon-variation-1.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /sharpen/adaptive-sharpen.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/adaptive-sharpen.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /waterpaint/waterpaint-hc.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/waterpaint-hc.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /windowed/lanczos2-sharp.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/lanczos2-sharp.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /borders/1080p/color-grid.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/color-grid-1080p.glsl 4 | 5 | textures = bg 6 | bg = border-1080p.png 7 | -------------------------------------------------------------------------------- /borders/1440p/color-grid.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/color-grid-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-1440p.png 7 | -------------------------------------------------------------------------------- /borders/2160p/color-grid.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/color-grid-2160p.glsl 4 | 5 | textures = bg 6 | bg = border-2160p.png 7 | -------------------------------------------------------------------------------- /borders/2560x1600/color-grid.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/color-grid-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-2560x1600.png -------------------------------------------------------------------------------- /borders/2560x1600/imgborder.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/imgborder-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-2560x1600.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/pokemon-crystal.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/pokemon-crystal.png -------------------------------------------------------------------------------- /crt/crt-lottes-halation.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/crt-lottes-halation.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /motionblur/motionblur-blue.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/motionblur-blue.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /motionblur/motionblur-color.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/motionblur-color.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /motionblur/motionblur-simple.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/motionblur-simple.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /mudlord/waterpaint-mudlord.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/waterpaint-mudlord.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /anti-aliasing/fxaa-edge-detect.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/fxaa-edge-detect.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /borders/1440p/shiny-iterations.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/shiny-iterations-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-1440p.png -------------------------------------------------------------------------------- /borders/2160p/shiny-iterations.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/shiny-iterations-2160p.glsl 4 | 5 | textures = bg 6 | bg = border-2160p.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpblack.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpblack.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpcamo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpcamo.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpcube.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpcube.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpcube2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpcube2.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpknit.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpknit.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpstone.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpstone.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpwood.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpwood.png -------------------------------------------------------------------------------- /borders/sgb/sample-borders/sgb2-circuitboard.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/sgb/sample-borders/sgb2-circuitboard.png -------------------------------------------------------------------------------- /handheld/console-border/resources/dmg-palette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/dmg-palette.png -------------------------------------------------------------------------------- /handheld/console-border/resources/psp border.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/psp border.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-bgs/dmg-bg.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-bgs/dmg-bg.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-bgs/paper-bg.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-bgs/paper-bg.png -------------------------------------------------------------------------------- /borders/1080p/shiny-iterations.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/shiny-iterations-1080p.glsl 4 | 5 | textures = bg 6 | bg = border-1080p.png 7 | -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpblocks.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpblocks.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpmachine.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpmachine.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbpplanets.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbpplanets.png -------------------------------------------------------------------------------- /borders/gameboy-player/sample-borders/gbppokemon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/borders/gameboy-player/sample-borders/gbppokemon.png -------------------------------------------------------------------------------- /handheld/console-border/resources/dmg-background.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/dmg-background.png -------------------------------------------------------------------------------- /handheld/console-border/resources/pocket-palette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/pocket-palette.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-bgs/grainy-bg.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-bgs/grainy-bg.png -------------------------------------------------------------------------------- /borders/2560x1600/shiny-iterations.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = ../resources/shiny-iterations-1440p.glsl 4 | 5 | textures = bg 6 | bg = border-2560x1600.png -------------------------------------------------------------------------------- /crt/tv-highcontrast-hd-1152x672.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/tv-highcontrast-hd-1152x672.glsl 4 | filter_linear0 = false 5 | scale_type_0 = source 6 | -------------------------------------------------------------------------------- /handheld/console-border/resources/pocket-background.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/pocket-background.png -------------------------------------------------------------------------------- /handheld/console-border/resources/gg-border-square-4x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/gg-border-square-4x.png -------------------------------------------------------------------------------- /motionblur/feedback.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | 3 | shader0 = shaders/feedback.glsl 4 | scale_type0 = source 5 | scale0 = 1.0 6 | feedback_pass = 0 7 | filter_linear0 = false 8 | -------------------------------------------------------------------------------- /phosphor.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "phosphor-normalgamma.glsl" 3 | filter_linear0 = "true" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | -------------------------------------------------------------------------------- /handheld/console-border/resources/color-border-square-4x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/color-border-square-4x.png -------------------------------------------------------------------------------- /handheld/console-border/resources/dmg-border-square-4x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/dmg-border-square-4x.png -------------------------------------------------------------------------------- /handheld/console-border/resources/gba-border-square-4x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/gba-border-square-4x.png -------------------------------------------------------------------------------- /handheld/console-border/resources/ngpc-border-square-4x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/ngpc-border-square-4x.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/b-w-palette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/b-w-palette.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/dmg-palette-0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/dmg-palette-0.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/dmg-palette-1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/dmg-palette-1.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/dmg-palette-2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/dmg-palette-2.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/gbp-palette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/gbp-palette.png -------------------------------------------------------------------------------- /handheld/console-border/resources/pocket-border-square-4x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/console-border/resources/pocket-border-square-4x.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/gblight-palette.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/gblight-palette.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/gblight-palette-1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/gblight-palette-1.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/gblight-palette-2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/gblight-palette-2.png -------------------------------------------------------------------------------- /handheld/gameboy/resources/sample-palettes/gblight-palette-3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gizmo98/common-shaders/HEAD/handheld/gameboy/resources/sample-palettes/gblight-palette-3.png -------------------------------------------------------------------------------- /barrel-distortion.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "barrel-distortion.glsl" 3 | wrap_mode0 = "clamp_to_border" 4 | mipmap_input0 = "false" 5 | alias0 = "" 6 | float_framebuffer0 = "false" 7 | srgb_framebuffer0 = "false" 8 | -------------------------------------------------------------------------------- /crt-pi.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "shaders/crt-pi.glsl" 3 | filter_linear0 = "true" 4 | wrap_mode0 = "clamp_to_border" 5 | mipmap_input0 = "false" 6 | alias0 = "" 7 | float_framebuffer0 = "false" 8 | srgb_framebuffer0 = "false" 9 | -------------------------------------------------------------------------------- /hqx/single-pass/hq2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | shader0 = shader-files/hq2x.glsl 3 | 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 2.0 7 | 8 | textures = LUT 9 | LUT = ../resources/hq2x.png 10 | LUT_linear = false 11 | -------------------------------------------------------------------------------- /hqx/single-pass/hq3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | shader0 = shader-files/hq3x.glsl 3 | 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 3.0 7 | 8 | textures = LUT 9 | LUT = ../resources/hq3x.png 10 | LUT_linear = false 11 | -------------------------------------------------------------------------------- /hqx/single-pass/hq4x.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | shader0 = shader-files/hq4x.glsl 3 | 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 4.0 7 | 8 | textures = LUT 9 | LUT = ../resources/hq4x.png 10 | LUT_linear = false 11 | -------------------------------------------------------------------------------- /xbr/shaders/super-xbr/super-xbr-params.inc: -------------------------------------------------------------------------------- 1 | #ifdef PARAMETER_UNIFORM 2 | uniform float XBR_EDGE_STR; 3 | uniform float XBR_WEIGHT; 4 | #else 5 | const static float XBR_EDGE_STR = 0.0; 6 | const static float XBR_WEIGHT = 0.0; 7 | #endif 8 | 9 | -------------------------------------------------------------------------------- /crt-pi-mask.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "shaders/crt-pi-mask.glsl" 3 | filter_linear0 = "true" 4 | wrap_mode0 = "clamp_to_border" 5 | mipmap_input0 = "false" 6 | alias0 = "" 7 | float_framebuffer0 = "false" 8 | srgb_framebuffer0 = "false" 9 | -------------------------------------------------------------------------------- /crt-pi-barrel.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "shaders/crt-pi-barrel.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | mipmap_input0 = "false" 6 | alias0 = "" 7 | float_framebuffer0 = "false" 8 | srgb_framebuffer0 = "false" 9 | -------------------------------------------------------------------------------- /python/python.glslp: -------------------------------------------------------------------------------- 1 | shaders = 1 2 | shader0 = color.glsl 3 | 4 | imports = "saturation;brightness" 5 | saturation_semantic = python 6 | brightness_semantic = python 7 | 8 | import_script = shader.py 9 | import_script_class = Test 10 | 11 | 12 | -------------------------------------------------------------------------------- /python/shader.py: -------------------------------------------------------------------------------- 1 | from rarch import * 2 | 3 | class Test: 4 | def saturation(self, frame): 5 | return input_analog(1, ANALOG_LEFT, ANALOG_X) + 1.0 6 | def brightness(self, frame): 7 | return input_analog(1, ANALOG_LEFT, ANALOG_Y) + 1.0 8 | -------------------------------------------------------------------------------- /xsal/2xsal.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/2xsal.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /borders/1080p/bigblur.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = ../../stock.glsl 3 | shader1 = ../resources/bigblur-horiz.glsl 4 | shader2 = ../resources/bigblur-vert.glsl 5 | shader3 = ../resources/bigblur-1080p.glsl 6 | 7 | textures = bg 8 | bg = border-1080p.png 9 | -------------------------------------------------------------------------------- /borders/1440p/bigblur.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = ../../stock.glsl 3 | shader1 = ../resources/bigblur-horiz.glsl 4 | shader2 = ../resources/bigblur-vert.glsl 5 | shader3 = ../resources/bigblur-1440p.glsl 6 | 7 | textures = bg 8 | bg = border-1440p.png 9 | -------------------------------------------------------------------------------- /borders/2160p/bigblur.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = ../../stock.glsl 3 | shader1 = ../resources/bigblur-horiz.glsl 4 | shader2 = ../resources/bigblur-vert.glsl 5 | shader3 = ../resources/bigblur-2160p.glsl 6 | 7 | textures = bg 8 | bg = border-2160p.png 9 | -------------------------------------------------------------------------------- /xsoft/4xsoft.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/4xsoft.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /borders/2560x1600/bigblur.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = ../../stock.glsl 3 | shader1 = ../resources/bigblur-horiz.glsl 4 | shader2 = ../resources/bigblur-vert.glsl 5 | shader3 = ../resources/bigblur-1440p.glsl 6 | 7 | textures = bg 8 | bg = border-2560x1600.png 9 | -------------------------------------------------------------------------------- /scalehq/2xScaleHQ.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/2xScaleHQ.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /scalehq/4xScaleHQ.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/4xScaleHQ.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 4.0 7 | scale_y0 = 4.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /scalenx/scale2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/scale2x.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /scalenx/scale3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/scale3x.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 3.0 7 | scale_y0 = 3.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /eagle/super-eagle.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/super-eagle.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /hq2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "hq2x.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | -------------------------------------------------------------------------------- /scalenx/scale2xSFX.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/scale2xSFX.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /scalenx/scale2xplus.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/scale2xplus.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /scalenx/scale3xSFX.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/scale3xSFX.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 3.0 7 | scale_y0 = 3.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /xsai/super-2xsai.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/super-2xsai.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /anti-aliasing/advanced-aa.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/advanced-aa.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 2.0 7 | scale_y0 = 2.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /crt/4xbr-hybrid-crt.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/4xbr-hybrid-crt.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 4.0 7 | scale_y0 = 4.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /hq2x2.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "hq2x.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | -------------------------------------------------------------------------------- /retroarch.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "hq2x.glsl" 3 | filter_linear0 = "true" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | -------------------------------------------------------------------------------- /5xbr-retro.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "5xbr-retro.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | -------------------------------------------------------------------------------- /anti-aliasing/aa-shader-4.o.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/aa-shader-4.o.glsl 4 | filter_linear0 = true 5 | scale_type0 = source 6 | scale_x0 = 4.0 7 | scale_y0 = 4.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /crt/4xbr-hybrid-crt-b.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/4xbr-hybrid-crt-b.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale_x0 = 4.0 7 | scale_y0 = 4.0 8 | 9 | shader1 = ../stock.glsl 10 | filter_linear1 = true 11 | scale_type_1 = source 12 | -------------------------------------------------------------------------------- /hq4x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "hq4x.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | //scale_type_x0 = "source" 7 | //scale_x0 = "4.000000" 8 | //scale_type_y0 = "source" 9 | //scale_y0 = "4.000000" 10 | -------------------------------------------------------------------------------- /CRT_cgwg.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "CRT_cgwg.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "2.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "2.000000" 10 | 11 | -------------------------------------------------------------------------------- /cgp/crt-reverse-aa-ddt.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = ../crt/shaders/crt-reverse-aa.glsl 3 | shader1 = ../ddt/shaders/ddt.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | scale_type0 = source 8 | scale_type1 = source 9 | scale0 = 2.0 10 | scale1 = 2.0 11 | 12 | -------------------------------------------------------------------------------- /bsnes_gamma_ramp.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | filter_linear0 = "true" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "1.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | -------------------------------------------------------------------------------- /cgp/xbr-hybrid-ddt.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = ../xbr/shaders/xbr-hybrid/2xbr-hybrid.glsl 3 | shader1 = ../ddt/shaders/ddt.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | scale_type0 = source 8 | scale_type1 = source 9 | scale0 = 2.0 10 | scale1 = 2.0 11 | 12 | -------------------------------------------------------------------------------- /cgwg-CRT-flat.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "cgwg-CRT-flat.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "2.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "2.000000" 10 | 11 | -------------------------------------------------------------------------------- /cgp/4xbr-v3.7c-dark.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = ../xbr/legacy/2xbr-v3.7c-dark.glsl 3 | shader1 = ../xbr/legacy/2xbr-v3.7c-light.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | scale_type0 = source 8 | scale_type1 = source 9 | scale0 = 2.0 10 | scale1 = 2.0 11 | 12 | -------------------------------------------------------------------------------- /dithering/cbod_v1.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = shaders/cbod-v1/cbod-v1-pass1.glsl 3 | shader1 = shaders/cbod-v1/cbod-v1-pass2.glsl 4 | 5 | filter_linear0 = false 6 | scale_type0 = source 7 | scale0 = 1.0 8 | 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 1.0 12 | 13 | -------------------------------------------------------------------------------- /dithering/gdapt.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | 3 | shader0 = shaders/gdapt/passes/gdapt-pass0.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 1.0 7 | 8 | shader1 = shaders/gdapt/passes/gdapt-pass1.glsl 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 1.0 12 | -------------------------------------------------------------------------------- /cgp/2xbr-reverse-aa.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = ../xbr/shaders/legacy/2xbr-v3.7c.glsl 3 | shader1 = ../anti-aliasing/shaders/reverse-aa.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | scale_type0 = source 8 | scale_type1 = source 9 | scale0 = 2.0 10 | scale1 = 2.0 11 | 12 | -------------------------------------------------------------------------------- /hq2x_phosphor.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "hq2x.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | shader1 = "phosphor-normalgamma.glsl" 7 | filter_linear1 = "true" 8 | wrap_mode1 = "clamp_to_border" 9 | float_framebuffer1 = "false" 10 | -------------------------------------------------------------------------------- /snes.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | shader1 = "snes-hires-blend.glsl" 7 | filter_linear1 = "true" 8 | wrap_mode1 = "clamp_to_border" 9 | float_framebuffer1 = "false" 10 | -------------------------------------------------------------------------------- /cgp/xbr-hybrid-bicubic.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = ../xbr/shaders/xbr-hybrid/2xbr-hybrid.glsl 3 | shader1 = ../bicubic/shaders/bicubic-fast.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | scale_type0 = source 8 | scale_type1 = source 9 | scale0 = 2.0 10 | scale1 = 2.0 11 | 12 | -------------------------------------------------------------------------------- /cgp/xbr-hybrid-lanczos.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = ../xbr/shaders/xbr-hybrid/2xbr-hybrid.glsl 3 | shader1 = ../windowed/shaders/lanczos16.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | scale_type0 = source 8 | scale_type1 = source 9 | scale0 = 2.0 10 | scale1 = 2.0 11 | 12 | -------------------------------------------------------------------------------- /cgp/xbr-hybrid-sharp-lanczos.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = ../xbr/shaders/xbr-hybrid/2xbr-hybrid-sharp.glsl 3 | shader1 = ../windowed/shaders/lanczos2-sharp.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | scale_type0 = source 8 | scale_type1 = source 9 | scale0 = 2.0 10 | scale1 = 2.0 11 | 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | #common-shaders 2 | 3 | GLSL shaders from https://github.com/libretro/common-shaders.git, https://github.com/TheMaister/Emulator-Shader-Pack.git and https://github.com/gigaherz/lcd3x.git converted with cg2glsl.py. It is not possible to convert cg/cgp on the fly on arm platforms because 4 | there is no nvidia-cg-toolkit package. -------------------------------------------------------------------------------- /hqx/hq2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = shader-files/pass1.glsl 3 | shader1 = shader-files/hq2x.glsl 4 | 5 | filter_linear0 = false 6 | scale_type0 = source 7 | scale0 = 1.0 8 | 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 2.0 12 | 13 | textures = LUT 14 | LUT = resources/hq2x.png 15 | LUT_linear = false 16 | -------------------------------------------------------------------------------- /hqx/hq3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = shader-files/pass1.glsl 3 | shader1 = shader-files/hq3x.glsl 4 | 5 | filter_linear0 = false 6 | scale_type0 = source 7 | scale0 = 1.0 8 | 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 3.0 12 | 13 | textures = LUT 14 | LUT = resources/hq3x.png 15 | LUT_linear = false 16 | -------------------------------------------------------------------------------- /hqx/hq4x.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = shader-files/pass1.glsl 3 | shader1 = shader-files/hq4x.glsl 4 | 5 | filter_linear0 = false 6 | scale_type0 = source 7 | scale0 = 1.0 8 | 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 4.0 12 | 13 | textures = LUT 14 | LUT = resources/hq4x.png 15 | LUT_linear = false 16 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-a.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = xbr-lv2-a-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-b.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = xbr-lv2-b-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-c.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = xbr-lv2-c-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-d.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = xbr-lv2-d-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | -------------------------------------------------------------------------------- /hq2xwaterpaint.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "hq2x.glsl" 3 | wrap_mode0 = "clamp_to_border" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "2.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "2.000000" 9 | shader1 = "waterpaint.glsl" 10 | filter_linear1 = "false" 11 | wrap_mode1 = "clamp_to_border" 12 | float_framebuffer1 = "false" 13 | -------------------------------------------------------------------------------- /snes_scanline.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | wrap_mode0 = "clamp_to_border" 4 | float_framebuffer0 = "false" 5 | shader1 = "snes-hires-blend.glsl" 6 | wrap_mode1 = "clamp_to_border" 7 | float_framebuffer1 = "false" 8 | shader2 = "scanline.glsl" 9 | filter_linear2 = "false" 10 | wrap_mode2 = "clamp_to_border" 11 | float_framebuffer2 = "false" 12 | -------------------------------------------------------------------------------- /xbr/xbr-hybrid.glslp: -------------------------------------------------------------------------------- 1 | shaders = 3 2 | shader0 = shaders/xbr-hybrid/2xbr-hybrid-v4b.glsl 3 | shader1 = shaders/xbr-hybrid/2xbr-hybrid-v4b.glsl 4 | shader2 = ../stock.glsl 5 | 6 | filter_linear0 = false 7 | filter_linear1 = false 8 | filter_linear1 = true 9 | scale_type0 = source 10 | scale_type1 = source 11 | scale_type2 = source 12 | scale0 = 2.0 13 | scale1 = 2.0 14 | 15 | -------------------------------------------------------------------------------- /hq2xwaterpaintscanline.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "hq2x.glsl" 3 | wrap_mode0 = "clamp_to_border" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "2.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "2.000000" 9 | shader1 = "waterpaint-scanline.glsl" 10 | filter_linear1 = "false" 11 | wrap_mode1 = "clamp_to_border" 12 | float_framebuffer1 = "false" 13 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur3x3-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 3x3 4 | shader0 = ../blur3x3-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur5x5-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 5x5 4 | shader0 = ../blur5x5-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur7x7-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 7x7 4 | shader0 = ../blur7x7-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur9x9-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 9x9 4 | shader0 = ../blur9x9-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /hq4x_lcd3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "hq4x.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "2.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "2.000000" 10 | shader1 = "lcd3x.glsl" 11 | filter_linear1 = "true" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | -------------------------------------------------------------------------------- /xbr/xbr-lv2-multipass.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = shaders/xbr-lv2-multipass/xbr-lv2-c-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = shaders/xbr-lv2-multipass/xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | -------------------------------------------------------------------------------- /xbr/xbr-lv3-multipass.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = shaders/xbr-lv3-multipass/xbr-lv3-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = shaders/xbr-lv3-multipass/xbr-lv3-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur3x3resize-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 3x3 4 | shader0 = ../blur3x3resize-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur6x6shared-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 6x6 4 | shader0 = ../blur6x6shared-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur8x8shared-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 8x8 4 | shader0 = ../blur8x8shared-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur10x10shared-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 10x10 4 | shader0 = ../blur10x10shared-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur12x12shared-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 12x12 4 | shader0 = ../blur12x12shared-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Scale to the screen size: 10 | shader1 = ../../stock.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "viewport" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /cgp/xbr-smart-blur.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../xbr/shaders/legacy/4xbr-v3.8c.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | shader1 = "../blurs/smart-blur.glsl" 11 | wrap_mode1 = "clamp_to_border" 12 | float_framebuffer1 = "false" 13 | 14 | -------------------------------------------------------------------------------- /handheld/lcd_cgwg/lcd-cgwg.glslp: -------------------------------------------------------------------------------- 1 | * LCD shader 2 | * by cgwg and hunterk 3 | * This shader is distributed under the General Public License v2.0 or higher 4 | 5 | shaders = 2 6 | shader0 = ../../motionblur/shaders/motionblur-simple.glsl 7 | shader1 = lcd-grid.glsl 8 | 9 | scale_type0 = source 10 | scale0 = 1 11 | 12 | scale_type1 = viewport 13 | scale1 = 1 14 | 15 | filter_linear0 = false 16 | filter_linear1 = false 17 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur6x6shared-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Scale to the screen size: 4 | shader0 = ../../stock.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "viewport" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 6x6 10 | shader1 = ../blur6x6shared-last-pass-gamma-encode-every-fbo.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "source" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur8x8shared-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Scale to the screen size: 4 | shader0 = ../../stock.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "viewport" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 8x8 10 | shader1 = ../blur8x8shared-last-pass-gamma-encode-every-fbo.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "source" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /ntsc/ntsc-256px-svideo.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = shaders/ntsc-pass1-svideo-3phase.glsl 3 | shader1 = shaders/ntsc-pass2-3phase-gamma.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | 8 | scale_type_x0 = absolute 9 | scale_type_y0 = source 10 | scale_x0 = 1024 11 | scale_y0 = 1.0 12 | frame_count_mod0 = 2 13 | float_framebuffer0 = true 14 | 15 | scale_type1 = source 16 | scale_x1 = 0.5 17 | scale_y1 = 1.0 18 | 19 | -------------------------------------------------------------------------------- /ntsc/ntsc-256px.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = shaders/ntsc-pass1-composite-3phase.glsl 3 | shader1 = shaders/ntsc-pass2-3phase-gamma.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | 8 | scale_type_x0 = absolute 9 | scale_type_y0 = source 10 | scale_x0 = 1024 11 | scale_y0 = 1.0 12 | frame_count_mod0 = 2 13 | float_framebuffer0 = true 14 | 15 | scale_type1 = source 16 | scale_x1 = 0.5 17 | scale_y1 = 1.0 18 | 19 | -------------------------------------------------------------------------------- /ntsc/ntsc-320px.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = shaders/ntsc-pass1-composite-2phase.glsl 3 | shader1 = shaders/ntsc-pass2-2phase-gamma.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | 8 | scale_type_x0 = absolute 9 | scale_type_y0 = source 10 | scale_x0 = 1280 11 | scale_y0 = 1.0 12 | frame_count_mod0 = 2 13 | float_framebuffer0 = true 14 | 15 | scale_type1 = source 16 | scale_x1 = 0.5 17 | scale_y1 = 1.0 18 | 19 | -------------------------------------------------------------------------------- /barrel-distortion_lanczos4.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | feedback_pass = "0" 3 | shader0 = "lanczos/lanczos4.glsl" 4 | wrap_mode0 = "clamp_to_border" 5 | mipmap_input0 = "false" 6 | alias0 = "" 7 | float_framebuffer0 = "false" 8 | srgb_framebuffer0 = "false" 9 | shader1 = "barrel-distortion.glsl" 10 | wrap_mode1 = "clamp_to_border" 11 | mipmap_input1 = "false" 12 | alias1 = "" 13 | float_framebuffer1 = "false" 14 | srgb_framebuffer1 = "false" 15 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur10x10shared-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Scale to the screen size: 4 | shader0 = ../../stock.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "viewport" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 10x10 10 | shader1 = ../blur10x10shared-last-pass-gamma-encode-every-fbo.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "source" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur12x12shared-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Scale to the screen size: 4 | shader0 = ../../stock.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "viewport" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 12x12 10 | shader1 = ../blur12x12shared-last-pass-gamma-encode-every-fbo.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "source" 13 | scale1 = "1.0" 14 | -------------------------------------------------------------------------------- /ntsc/ntsc-320px-svideo.glslp: -------------------------------------------------------------------------------- 1 | shaders = 2 2 | shader0 = shaders/ntsc-pass1-svideo-2phase.glsl 3 | shader1 = shaders/ntsc-pass2-2phase-gamma.glsl 4 | 5 | filter_linear0 = false 6 | filter_linear1 = false 7 | 8 | scale_type_x0 = absolute 9 | scale_type_y0 = source 10 | scale_x0 = 1280 11 | scale_y0 = 1.0 12 | frame_count_mod0 = 2 13 | float_framebuffer0 = true 14 | 15 | scale_type1 = source 16 | scale_x1 = 0.5 17 | scale_y1 = 1.0 18 | 19 | -------------------------------------------------------------------------------- /snes_phosphor.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | shader1 = "snes-hires-blend.glsl" 7 | filter_linear1 = "false" 8 | wrap_mode1 = "clamp_to_border" 9 | float_framebuffer1 = "false" 10 | shader2 ="phosphor-normalgamma.glsl" 11 | filter_linear2 = "true" 12 | wrap_mode2 = "clamp_to_border" 13 | float_framebuffer2 = "false" 14 | -------------------------------------------------------------------------------- /handheld/lcd-shader/README.md: -------------------------------------------------------------------------------- 1 | LCD Shader v0.0.1 2 | ======= 3 | This shader for RetroArch is intended to simulate a general LCD screen, loosely based on the GBA. It's a very early build and may have issues with some graphics hardware. Check the .cg files for configuration options listed under the config headers. 4 | 5 | Instructions 6 | -------------- 7 | 8 | In RetroArch's shader options, load the `lcd_shader.cgp` file found in the `lcd_shader/` directory. 9 | -------------------------------------------------------------------------------- /cgp/2xbr-crt-hyllian.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../xbr/shaders/legacy/2xbr-v3.8c.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "2.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | shader1 = "../crt/shaders/crt-hyllian.glsl" 11 | filter_linear1 = "false" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | 15 | -------------------------------------------------------------------------------- /crt/gtuv50.glslp: -------------------------------------------------------------------------------- 1 | shaders = 3 2 | 3 | shader0 = shaders/gtu-v050/pass1.glsl 4 | scale_type0 = source 5 | scale0 = 1.0 6 | float_framebuffer0 = true 7 | 8 | shader1 = shaders/gtu-v050/pass2.glsl 9 | scale_type_x1 = viewport 10 | scale_x1 = 1.0 11 | scale_type_y1 = source 12 | scale_y1 = 1.0 13 | filter_linear1 = false 14 | float_framebuffer1 = true 15 | 16 | shader2 = shaders/gtu-v050/pass3.glsl 17 | scale_type2 = viewport 18 | scale_2 = 1.0 19 | filter_linear2 = false -------------------------------------------------------------------------------- /cgp/2xbr-hybrid-crt-hyllian.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../xbr/shaders/xbr-hybrid/2xbr-hybrid-v4.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "2.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | shader1 = "../crt/shaders/crt-hyllian.glsl" 11 | filter_linear1 = "false" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | 15 | -------------------------------------------------------------------------------- /cgp/2xbr-jinc2-sharper-hybrid.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../xbr/shaders/legacy/2xbr-v3.8c.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "2.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | shader1 = "../windowed/shaders/jinc2-sharper.glsl" 11 | filter_linear1 = "false" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | 15 | -------------------------------------------------------------------------------- /snes_hq2xwaterpaint.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | wrap_mode0 = "clamp_to_border" 4 | float_framebuffer0 = "false" 5 | shader1 = "hq2x.glsl" 6 | wrap_mode1 = "clamp_to_border" 7 | float_framebuffer1 = "false" 8 | scale_type_x1 = "source" 9 | scale_x1 = "2.000000" 10 | scale_type_y1 = "source" 11 | scale_y1 = "2.000000" 12 | shader2 ="waterpaint.glsl" 13 | filter_linear2 = "false" 14 | wrap_mode2 = "clamp_to_border" 15 | float_framebuffer2 = "false" 16 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur6x6shared-mipmap-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 6x6 4 | shader0 = ../blur6x6shared-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | mipmap_input0 = "true" # Pointless, but do it just to test thoroughly 9 | 10 | # Pass1: Scale to the screen size: 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur8x8shared-mipmap-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 8x8 4 | shader0 = ../blur8x8shared-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | mipmap_input0 = "true" # Pointless, but do it just to test thoroughly 9 | 10 | # Pass1: Scale to the screen size: 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | -------------------------------------------------------------------------------- /handheld/lcd-shader/backup-3/lcd-shader.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = lcd-pass-0.glsl 3 | shader1 = lcd-pass-1.glsl 4 | shader2 = lcd-pass-2.glsl 5 | shader3 = lcd-pass-3.glsl 6 | 7 | scale_type0 = viewport 8 | scale0 = 1 9 | 10 | scale_type1 = source 11 | scale1 = 1 12 | 13 | scale_type2 = source 14 | scale2 = 1 15 | 16 | scale_type3 = source 17 | scale3 = 1 18 | 19 | filter_linear0 = false 20 | filter_linear1 = false 21 | filter_linear2 = false 22 | filter_linear3 = false 23 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur10x10shared-mipmap-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 10x10 4 | shader0 = ../blur10x10shared-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | mipmap_input0 = "true" # Pointless, but do it just to test thoroughly 9 | 10 | # Pass1: Scale to the screen size: 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur12x12shared-mipmap-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Blur 12x12 4 | shader0 = ../blur12x12shared-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | mipmap_input0 = "true" # Pointless, but do it just to test thoroughly 9 | 10 | # Pass1: Scale to the screen size: 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | -------------------------------------------------------------------------------- /borders/sgb/sgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "../resources/imgborder-sgb.glsl" 3 | 4 | scale_type_x0 = "absolute" 5 | scale_x0 = "256" 6 | scale_type_y0 = "absolute" 7 | scale_y0 = "224" 8 | 9 | parameters = "box_scale;location;in_res_x;in_res_y;out_res_x;out_res_y" 10 | box_scale = "1.000000" 11 | location = "0.500000" 12 | in_res_x = "160.000000" 13 | in_res_y = "144.000000" 14 | out_res_x = "256.000000" 15 | out_res_y = "224.000000" 16 | 17 | textures = "bg" 18 | bg = "sgb.png" 19 | -------------------------------------------------------------------------------- /ntsc/ntsc-rgbyuv.inc: -------------------------------------------------------------------------------- 1 | const float3x3 yiq2rgb_mat = float3x3( 2 | 1.0, 0.956, 0.6210, 3 | 1.0, -0.2720, -0.6474, 4 | 1.0, -1.1060, 1.7046); 5 | 6 | float3 yiq2rgb(float3 yiq) 7 | { 8 | return mul(yiq2rgb_mat, yiq); 9 | } 10 | 11 | const float3x3 yiq_mat = float3x3( 12 | 0.2989, 0.5870, 0.1140, 13 | 0.5959, -0.2744, -0.3216, 14 | 0.2115, -0.5229, 0.3114 15 | ); 16 | 17 | float3 rgb2yiq(float3 col) 18 | { 19 | return mul(yiq_mat, col); 20 | } 21 | 22 | 23 | -------------------------------------------------------------------------------- /snes_waterpaint.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | wrap_mode0 = "clamp_to_border" 4 | float_framebuffer0 = "false" 5 | shader1 = "gamma2.glsl" 6 | wrap_mode1 = "clamp_to_border" 7 | float_framebuffer1 = "false" 8 | scale_type_x1 = "source" 9 | scale_x1 = "1.000000" 10 | scale_type_y1 = "source" 11 | scale_y1 = "1.000000" 12 | shader2 ="waterpaint-scanline.glsl" 13 | filter_linear2 = "false" 14 | wrap_mode2 = "clamp_to_border" 15 | float_framebuffer2 = "false" 16 | -------------------------------------------------------------------------------- /ntsc/shaders/ntsc-rgbyuv.inc: -------------------------------------------------------------------------------- 1 | const float3x3 yiq2rgb_mat = float3x3( 2 | 1.0, 0.956, 0.6210, 3 | 1.0, -0.2720, -0.6474, 4 | 1.0, -1.1060, 1.7046); 5 | 6 | float3 yiq2rgb(float3 yiq) 7 | { 8 | return mul(yiq2rgb_mat, yiq); 9 | } 10 | 11 | const float3x3 yiq_mat = float3x3( 12 | 0.2989, 0.5870, 0.1140, 13 | 0.5959, -0.2744, -0.3216, 14 | 0.2115, -0.5229, 0.3114 15 | ); 16 | 17 | float3 rgb2yiq(float3 col) 18 | { 19 | return mul(yiq_mat, col); 20 | } 21 | 22 | 23 | -------------------------------------------------------------------------------- /crt/gtuv50-radeon.glslp: -------------------------------------------------------------------------------- 1 | shaders = 3 2 | 3 | shader0 = shaders/gtu-v050/pass1-fallback.glsl 4 | scale_type0 = source 5 | scale0 = 1.0 6 | float_framebuffer0 = true 7 | 8 | shader1 = shaders/gtu-v050/pass2-fallback.glsl 9 | scale_type_x1 = viewport 10 | scale_x1 = 1.0 11 | scale_type_y1 = source 12 | scale_y1 = 1.0 13 | filter_linear1 = false 14 | float_framebuffer1 = true 15 | 16 | shader2 = shaders/gtu-v050/pass3-fallback.glsl 17 | scale_type2 = viewport 18 | scale_2 = 1.0 19 | filter_linear2 = false -------------------------------------------------------------------------------- /snes_hq2xwaterpainthicontrast.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | wrap_mode0 = "clamp_to_border" 4 | float_framebuffer0 = "false" 5 | shader1 = "hq2x.glsl" 6 | wrap_mode1 = "clamp_to_border" 7 | float_framebuffer1 = "false" 8 | scale_type_x1 = "source" 9 | scale_x1 = "2.000000" 10 | scale_type_y1 = "source" 11 | scale_y1 = "2.000000" 12 | shader2 ="waterpaint-hicontrast.glsl" 13 | filter_linear2 = "false" 14 | wrap_mode2 = "clamp_to_border" 15 | float_framebuffer2 = "false" 16 | -------------------------------------------------------------------------------- /snes_hq2xwaterpaintscanline.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | wrap_mode0 = "clamp_to_border" 4 | float_framebuffer0 = "false" 5 | shader1 = "hq2x.glsl" 6 | wrap_mode1 = "clamp_to_border" 7 | float_framebuffer1 = "false" 8 | scale_type_x1 = "source" 9 | scale_x1 = "2.000000" 10 | scale_type_y1 = "source" 11 | scale_y1 = "2.000000" 12 | shader2 ="waterpaint-scanline.glsl" 13 | filter_linear2 = "false" 14 | wrap_mode2 = "clamp_to_border" 15 | float_framebuffer2 = "false" 16 | -------------------------------------------------------------------------------- /hq2x&lcd3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "hq2x.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "2.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "2.000000" 10 | shader1 = "lcd3x.glsl" 11 | filter_linear1 = "true" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | //scale_type_x1 = "source" 15 | //scale_x1 = "2.000000" 16 | //scale_type_y1 = "source" 17 | //scale_y1 = "2.000000" 18 | -------------------------------------------------------------------------------- /hq2x_lcd3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "hq2x.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | //scale_type_x0 = "source" 7 | //scale_x0 = "2.000000" 8 | //scale_type_y0 = "source" 9 | //scale_y0 = "2.000000" 10 | shader1 = "lcd3x.glsl" 11 | filter_linear1 = "false" 12 | wrap_mode1 = "clamp_to_edge" 13 | float_framebuffer1 = "false" 14 | scale_type_x1 = "source" 15 | scale_x1 = "2.000000" 16 | scale_type_y1 = "source" 17 | scale_y1 = "2.000000" 18 | -------------------------------------------------------------------------------- /snes2.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "1.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | shader1 ="phosphor.glsl" 11 | filter_linear1="true" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | scale_type_x1 = "source" 15 | scale_x1 = "3.000000" 16 | scale_type_y1 = "source" 17 | scale_y1 = "3.000000" 18 | -------------------------------------------------------------------------------- /3dfx/shaders/old/3dfx_4x1.glslp: -------------------------------------------------------------------------------- 1 | shaders = 6 2 | shader0 = 3dfx_pass_0.glsl 3 | shader1 = 3dfx_pass_1.glsl 4 | shader2 = 3dfx_pass_2.glsl 5 | shader3 = 3dfx_pass_2.glsl 6 | shader4 = 3dfx_pass_2.glsl 7 | shader5 = 3dfx_pass_2.glsl 8 | 9 | filter_linear0 = true 10 | filter_linear1 = true 11 | filter_linear2 = true 12 | filter_linear3 = true 13 | filter_linear4 = true 14 | filter_linear5 = true 15 | 16 | scale_type_x0 = "source" 17 | scale_x0 = "1.000000" 18 | scale_type_y0 = "source" 19 | scale_y0 = "1.000000" 20 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur6x6shared-mipmap-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Scale to the screen size: 4 | shader0 = ../../stock.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "viewport" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 6x6 10 | shader1 = ../blur6x6shared-last-pass-gamma-encode-every-fbo.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "source" 13 | scale1 = "1.0" 14 | mipmap_input1 = "true" # Pointless, but do it just to test thoroughly 15 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur8x8shared-mipmap-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Scale to the screen size: 4 | shader0 = ../../stock.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "viewport" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 8x8 10 | shader1 = ../blur8x8shared-last-pass-gamma-encode-every-fbo.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "source" 13 | scale1 = "1.0" 14 | mipmap_input1 = "true" # Pointless, but do it just to test thoroughly 15 | -------------------------------------------------------------------------------- /cgp/n64-vifilter/vifilter.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../../blurs/bilateral.glsl" 3 | filter_linear0 = "false" 4 | scale_type_x0 = "source" 5 | scale_x0 = "1.000000" 6 | scale_type_y0 = "source" 7 | scale_y0 = "1.000000" 8 | shader1 = "../../xsal/shaders/2xsal.glsl" 9 | filter_linear1 = "false" 10 | scale_type_x1 = "source" 11 | scale_x1 = "2.000000" 12 | scale_type_y1 = "source" 13 | scale_y1 = "1.000000" 14 | parameters = "RAD;CLR;CWGHT" 15 | RAD = "2.000000" 16 | CLR = "0.200000" 17 | CWGHT = "0.250000" 18 | -------------------------------------------------------------------------------- /ntsc/ntsc-pass2-decode.inc: -------------------------------------------------------------------------------- 1 | float one_x = 1.0 / IN.texture_size.x; 2 | float3 signal = float3(0.0); 3 | for (int i = 0; i < TAPS; i++) 4 | { 5 | float offset = float(i); 6 | 7 | float3 sums = fetch_offset(offset - float(TAPS), one_x) + 8 | fetch_offset(float(TAPS) - offset, one_x); 9 | 10 | signal += sums * float3(luma_filter[i], chroma_filter[i], chroma_filter[i]); 11 | } 12 | signal += tex2D(s0, vertex.tex).xyz * 13 | float3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]); 14 | 15 | -------------------------------------------------------------------------------- /xbr/super-xbr-2p.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "shaders/super-xbr/super-xbr-pass0.glsl" 3 | filter_linear0 = false 4 | scale_type_x0 = "source" 5 | scale_x0 = "1.000000" 6 | scale_type_y0 = "source" 7 | scale_y0 = "1.000000" 8 | shader1 = "shaders/super-xbr/super-xbr-pass1.glsl" 9 | filter_linear1 = false 10 | scale_type_x1 = "source" 11 | scale_x1 = "2.000000" 12 | scale_type_y1 = "source" 13 | scale_y1 = "2.000000" 14 | shader2 = "shaders/super-xbr/custom-jinc2-sharper.glsl" 15 | filter_linear2 = false 16 | 17 | -------------------------------------------------------------------------------- /3dfx/3dfx_4x1.glslp: -------------------------------------------------------------------------------- 1 | shaders = 6 2 | shader0 = shaders/3dfx_pass_0.glsl 3 | shader1 = shaders/3dfx_pass_1.glsl 4 | shader2 = shaders/3dfx_pass_1.glsl 5 | shader3 = shaders/3dfx_pass_1.glsl 6 | shader4 = shaders/3dfx_pass_1.glsl 7 | shader5 = shaders/3dfx_pass_2.glsl 8 | 9 | filter_linear0 = true 10 | filter_linear1 = true 11 | filter_linear2 = true 12 | filter_linear3 = true 13 | filter_linear4 = true 14 | 15 | scale_type_x0 = "source" 16 | scale_x0 = "1.000000" 17 | scale_type_y0 = "source" 18 | scale_y0 = "1.000000" 19 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur10x10shared-mipmap-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Scale to the screen size: 4 | shader0 = ../../stock.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "viewport" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 10x10 10 | shader1 = ../blur10x10shared-last-pass-gamma-encode-every-fbo.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "source" 13 | scale1 = "1.0" 14 | mipmap_input1 = "true" # Pointless, but do it just to test thoroughly 15 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur12x12shared-mipmap-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | # Pass0: Scale to the screen size: 4 | shader0 = ../../stock.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "viewport" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 12x12 10 | shader1 = ../blur12x12shared-last-pass-gamma-encode-every-fbo.glsl 11 | filter_linear1 = "true" 12 | scale_type1 = "source" 13 | scale1 = "1.0" 14 | mipmap_input1 = "true" # Pointless, but do it just to test thoroughly 15 | -------------------------------------------------------------------------------- /ntsc/shaders/ntsc-pass2-decode.inc: -------------------------------------------------------------------------------- 1 | float one_x = 1.0 / IN.texture_size.x; 2 | float3 signal = float3(0.0); 3 | for (int i = 0; i < TAPS; i++) 4 | { 5 | float offset = float(i); 6 | 7 | float3 sums = fetch_offset(offset - float(TAPS), one_x) + 8 | fetch_offset(float(TAPS) - offset, one_x); 9 | 10 | signal += sums * float3(luma_filter[i], chroma_filter[i], chroma_filter[i]); 11 | } 12 | signal += tex2D(s0, vertex.tex).xyz * 13 | float3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]); 14 | 15 | -------------------------------------------------------------------------------- /5xbr-retro_phosphor.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "5xbr-retro.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | //scale_type_x0 = "source" 7 | //scale_x0 = "2.000000" 8 | //scale_type_y0 = "source" 9 | //scale_y0 = "2.000000" 10 | shader1 = "phosphor.glsl" 11 | filter_linear1 = "false" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | scale_type_x1 = "viewport" 15 | scale_x0 = "1.000000" 16 | scale_type_y1 = "viewport" 17 | scale_y0 = "1.000000" 18 | -------------------------------------------------------------------------------- /borders/gameboy-player/gameboy-player.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "../resources/imgborder-gameboy-player.glsl" 3 | 4 | scale_type_x0 = "absolute" 5 | scale_x0 = "608" 6 | scale_type_y0 = "absolute" 7 | scale_y0 = "448" 8 | 9 | parameters = "box_scale;location;in_res_x;in_res_y;out_res_x;out_res_y" 10 | box_scale = "2.000000" 11 | location = "0.500000" 12 | in_res_x = "240.000000" 13 | in_res_y = "160.000000" 14 | out_res_x = "608.000000" 15 | out_res_y = "448.000000" 16 | 17 | textures = "bg" 18 | bg = "gameboy-player.png" 19 | -------------------------------------------------------------------------------- /cgp/gameboy-colors.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | 3 | shader0 = "../misc/image-adjustment.glsl" 4 | 5 | parameters = "target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 6 | target_gamma = "2.400000" 7 | monitor_gamma = "2.160000" 8 | overscan_percent_x = "0.000000" 9 | overscan_percent_y = "0.000000" 10 | saturation = "0.500000" 11 | contrast = "1.000000" 12 | luminance = "0.900000" 13 | bright_boost = "0.000000" 14 | R = "1.000000" 15 | G = "1.000000" 16 | B = "1.000000" 17 | -------------------------------------------------------------------------------- /cgp/n64-vifilter/vifilter-480i.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../../blurs/bilateral.glsl" 3 | filter_linear0 = "false" 4 | scale_type_x0 = "source" 5 | scale_x0 = "1.000000" 6 | scale_type_y0 = "source" 7 | scale_y0 = "1.000000" 8 | shader1 = "../../misc/bob-and-ghost-deinterlace.glsl" 9 | filter_linear1 = "false" 10 | scale_type_x1 = "source" 11 | scale_x1 = "1.000000" 12 | scale_type_y1 = "source" 13 | scale_y1 = "1.000000" 14 | parameters = "RAD;CLR;CWGHT" 15 | RAD = "2.000000" 16 | CLR = "0.200000" 17 | CWGHT = "0.250000" 18 | -------------------------------------------------------------------------------- /snes_lcd3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | shader1 = "snes-hires-blend.glsl" 7 | filter_linear1 = "true" 8 | wrap_mode1 = "clamp_to_border" 9 | float_framebuffer1 = "false" 10 | shader2 = "lcd3x.glsl" 11 | filter_linear2 = "true" 12 | wrap_mode2 = "clamp_to_border" 13 | float_framebuffer2 = "true" 14 | //scale_type_x2 = "source" 15 | //scale_x1 = "2.000000" 16 | //scale_type_y2 = "source" 17 | //scale_y1 = "2.000000" 18 | -------------------------------------------------------------------------------- /borders/sgb/sgb-crt-easymode.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../resources/imgborder-sgb.glsl" 3 | shader1 = "../../crt/shaders/crt-easymode.glsl" 4 | 5 | scale_type_x0 = "absolute" 6 | scale_x0 = "256" 7 | scale_type_y0 = "absolute" 8 | scale_y0 = "224" 9 | 10 | parameters = "box_scale;location;in_res_x;in_res_y;out_res_x;out_res_y" 11 | box_scale = "1.000000" 12 | location = "0.500000" 13 | in_res_x = "160.000000" 14 | in_res_y = "144.000000" 15 | out_res_x = "256.000000" 16 | out_res_y = "224.000000" 17 | 18 | textures = "bg" 19 | bg = "sgb.png" 20 | -------------------------------------------------------------------------------- /barrel-distortion_phosphor.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "phosphor-normalgamma.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | mipmap_input0 = "false" 6 | alias0 = "" 7 | float_framebuffer0 = "false" 8 | srgb_framebuffer0 = "false" 9 | scale_type_x0 = "source" 10 | scale_x0 = "2.000000" 11 | scale_type_y0 = "source" 12 | scale_y0 = "2.000000" 13 | shader1 = "barrel-distortion.glsl" 14 | wrap_mode1 = "clamp_to_border" 15 | mipmap_input1 = "false" 16 | alias1 = "" 17 | float_framebuffer1 = "false" 18 | srgb_framebuffer1 = "false" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur3fast-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 3x vertically 4 | shader0 = ../blur3fast-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 3x horizontally 10 | shader1 = ../blur3fast-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur5fast-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 5x vertically 4 | shader0 = ../blur5fast-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 5x horizontally 10 | shader1 = ../blur5fast-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur7fast-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 7x vertically 4 | shader0 = ../blur7fast-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 7x horizontally 10 | shader1 = ../blur7fast-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur9fast-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 9x vertically 4 | shader0 = ../blur9fast-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 9x horizontally 10 | shader1 = ../blur9fast-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /dithering/gdapt+xbr-hybrid+ddt.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | 3 | shader0 = shaders/gdapt/passes/gdapt-pass0.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 1.0 7 | 8 | shader1 = shaders/gdapt/passes/gdapt-pass1.glsl 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 1.0 12 | 13 | shader2 = ../xbr/shaders/xbr-hybrid/2xbr-hybrid-v5-gamma.glsl 14 | filter_linear2 = false 15 | scale_type2 = source 16 | scale2 = 2.0 17 | 18 | shader3 = ../ddt/shaders/ddt-extended.glsl 19 | filter_linear3 = false 20 | scale_type3 = source 21 | scale3 = 2.0 22 | -------------------------------------------------------------------------------- /handheld/lcd-shader/lcd-shader.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = lcd-pass-0.glsl 3 | shader1 = lcd-pass-1.glsl 4 | shader2 = lcd-pass-2.glsl 5 | shader3 = lcd-pass-3.glsl 6 | 7 | scale_type0 = viewport 8 | scale0 = 1 9 | 10 | scale_type1 = source 11 | scale1 = 1 12 | 13 | scale_type2 = source 14 | scale2 = 1 15 | 16 | scale_type3 = source 17 | scale3 = 1 18 | 19 | filter_linear0 = false 20 | filter_linear1 = false 21 | filter_linear2 = false 22 | filter_linear3 = false 23 | 24 | textures = BACKGROUND 25 | BACKGROUND = background.png 26 | BACKGROUND_linear = true 27 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur11fast-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 11x vertically 4 | shader0 = ../blur11fast-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 11x horizontally 10 | shader1 = ../blur11fast-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur3resize-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 3x vertically 4 | shader0 = ../blur3resize-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 3x horizontally 10 | shader1 = ../blur3resize-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur5resize-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 5x vertically 4 | shader0 = ../blur5resize-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 5x horizontally 10 | shader1 = ../blur5resize-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur7resize-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 7x vertically 4 | shader0 = ../blur7resize-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 7x horizontally 10 | shader1 = ../blur7resize-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur9resize-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 9x vertically 4 | shader0 = ../blur9resize-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 9x horizontally 10 | shader1 = ../blur9resize-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /cgp/n64-vifilter/vifilter-crt.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "../../blurs/bilateral.glsl" 3 | filter_linear0 = "false" 4 | scale_type_x0 = "source" 5 | scale_x0 = "1.000000" 6 | scale_type_y0 = "source" 7 | scale_y0 = "1.000000" 8 | shader1 = "../../xsal/shaders/2xsal.glsl" 9 | filter_linear1 = "false" 10 | scale_type_x1 = "source" 11 | scale_x1 = "2.000000" 12 | scale_type_y1 = "source" 13 | scale_y1 = "1.000000" 14 | shader2 = "../../crt/shaders/crt-geom-flat.glsl" 15 | parameters = "RAD;CLR;CWGHT" 16 | RAD = "2.000000" 17 | CLR = "0.200000" 18 | CWGHT = "0.250000" 19 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur11resize-gamma-encode-every-fbo.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Blur 11x vertically 4 | shader0 = ../blur11resize-vertical-gamma-encode-every-fbo.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | # Pass1: Blur 11x horizontally 10 | shader1 = ../blur11resize-horizontal-gamma-encode-every-fbo.glsl 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | # Pass2: Scale to the screen size: 15 | shader2 = ../../stock.glsl 16 | filter_linear2 = "true" 17 | scale_type2 = "viewport" 18 | scale2 = "1.0" 19 | -------------------------------------------------------------------------------- /dithering/gdapt+xbr-hybrid+aa.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | 3 | shader0 = shaders/gdapt/passes/gdapt-pass0.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 1.0 7 | 8 | shader1 = shaders/gdapt/passes/gdapt-pass1.glsl 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 1.0 12 | 13 | shader2 = ../xbr/shaders/xbr-hybrid/2xbr-hybrid-v5-gamma.glsl 14 | filter_linear2 = false 15 | scale_type2 = source 16 | scale2 = 2.0 17 | 18 | shader3 = ../anti-aliasing/shaders/advanced-aa.glsl 19 | filter_linear3 = true 20 | scale_type3 = source 21 | scale3 = 2.0 22 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-dilation-a.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = xbr-lv2-a-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "4.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "4.000000" 16 | shader2 = ../../warp/dilation.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-dilation-b.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = xbr-lv2-b-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "4.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "4.000000" 16 | shader2 = ../../warp/dilation.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-dilation-c.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = xbr-lv2-c-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "4.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "4.000000" 16 | shader2 = ../../warp/dilation.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-dilation-d.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = xbr-lv2-d-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "4.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "4.000000" 16 | shader2 = ../../warp/dilation.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | -------------------------------------------------------------------------------- /test/cgp/2xbr-c-lv1-ra.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = ../lab/xbr/2xbr-lv1-c-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = ../lab/xbr/2xbr-lv1-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "2.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "2.000000" 16 | shader2 = ../../anti-aliasing/reverse-aa.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | -------------------------------------------------------------------------------- /test/cgp/2xbr-lv3-ra.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = ../lab/xbr/2xbr-lv3-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = ../lab/xbr/2xbr-lv3-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "2.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "2.000000" 16 | shader2 = ../../anti-aliasing/reverse-aa.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | -------------------------------------------------------------------------------- /borders/gameboy-player/gameboy-player-crt-easymode.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../resources/imgborder-gameboy-player.glsl" 3 | shader1 = "../../crt/shaders/crt-easymode.glsl" 4 | 5 | scale_type_x0 = "absolute" 6 | scale_x0 = "608" 7 | scale_type_y0 = "absolute" 8 | scale_y0 = "448" 9 | 10 | parameters = "box_scale;location;in_res_x;in_res_y;out_res_x;out_res_y" 11 | box_scale = "2.000000" 12 | location = "0.500000" 13 | in_res_x = "240.000000" 14 | in_res_y = "160.000000" 15 | out_res_x = "608.000000" 16 | out_res_y = "448.000000" 17 | 18 | textures = "bg" 19 | bg = "gameboy-player.png" 20 | -------------------------------------------------------------------------------- /cgp/n64-vifilter/vifilter-scanline.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "../../blurs/bilateral.glsl" 3 | filter_linear0 = "false" 4 | scale_type_x0 = "source" 5 | scale_x0 = "1.000000" 6 | scale_type_y0 = "source" 7 | scale_y0 = "1.000000" 8 | shader1 = "../../xsal/shaders/2xsal.glsl" 9 | filter_linear1 = "false" 10 | scale_type_x1 = "source" 11 | scale_x1 = "2.000000" 12 | scale_type_y1 = "source" 13 | scale_y1 = "1.000000" 14 | shader2 = "../../misc/interlacing.glsl" 15 | parameters = "RAD;CLR;CWGHT;percent" 16 | RAD = "2.000000" 17 | CLR = "0.200000" 18 | CWGHT = "0.250000" 19 | percent = "0.000000" 20 | -------------------------------------------------------------------------------- /xbr/shaders/xbr-lv2-multipass/xbr-lv2-noblend-dilation-c.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = xbr-lv2-c-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = xbr-lv2-noblend-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "4.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "4.000000" 16 | shader2 = ../../warp/dilation.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | -------------------------------------------------------------------------------- /ntsc/ntsc.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = shaders/ntsc-pass1-composite-3phase.glsl 3 | shader1 = shaders/ntsc-pass2-3phase.glsl 4 | shader2 = shaders/ntsc-gauss-pass.glsl 5 | shader3 = shaders/ntsc-stock.glsl 6 | 7 | filter_linear0 = false 8 | filter_linear1 = false 9 | filter_linear2 = false 10 | filter_linear3 = true 11 | 12 | scale_type0 = source 13 | scale_x0 = 4.0 14 | scale_y0 = 1.0 15 | frame_count_mod0 = 2 16 | float_framebuffer0 = true 17 | 18 | scale_type1 = source 19 | scale_x1 = 0.5 20 | scale_y1 = 1.0 21 | 22 | scale_type_x2 = source 23 | scale_type_y2 = viewport 24 | scale2 = 1.0 25 | 26 | -------------------------------------------------------------------------------- /ntsc/ntsc-svideo.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = shaders/ntsc-pass1-composite-3phase.glsl 3 | shader1 = shaders/ntsc-pass2-3phase.glsl 4 | shader2 = shaders/ntsc-gauss-pass.glsl 5 | shader3 = shaders/ntsc-stock.glsl 6 | 7 | filter_linear0 = false 8 | filter_linear1 = false 9 | filter_linear2 = false 10 | filter_linear3 = true 11 | 12 | scale_type0 = source 13 | scale_x0 = 4.0 14 | scale_y0 = 1.0 15 | frame_count_mod0 = 2 16 | float_framebuffer0 = true 17 | 18 | scale_type1 = source 19 | scale_x1 = 0.5 20 | scale_y1 = 1.0 21 | 22 | scale_type_x2 = source 23 | scale_type_y2 = viewport 24 | scale2 = 1.0 25 | 26 | -------------------------------------------------------------------------------- /barrel-distortion_snes.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | feedback_pass = "0" 3 | shader0 = "bsnes_gamma_ramp.glsl" 4 | wrap_mode0 = "clamp_to_border" 5 | mipmap_input0 = "false" 6 | alias0 = "" 7 | float_framebuffer0 = "false" 8 | srgb_framebuffer0 = "false" 9 | shader1 = "snes-hires-blend.glsl" 10 | wrap_mode1 = "clamp_to_border" 11 | mipmap_input1 = "false" 12 | alias1 = "" 13 | float_framebuffer1 = "false" 14 | srgb_framebuffer1 = "false" 15 | shader2 = "barrel-distortion.glsl" 16 | wrap_mode2 = "clamp_to_border" 17 | mipmap_input2 = "false" 18 | alias2 = "" 19 | float_framebuffer2 = "false" 20 | srgb_framebuffer2 = "false" 21 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur3x3-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 3x3 11 | shader1 = ../blur3x3.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur5x5-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 5x5 11 | shader1 = ../blur5x5.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur7x7-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 7x7 11 | shader1 = ../blur7x7.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur9x9-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 9x9 11 | shader1 = ../blur9x9.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /ntsc/ntsc-pass2-vertex.inc: -------------------------------------------------------------------------------- 1 | struct data 2 | { 3 | float2 tex; 4 | }; 5 | 6 | struct input 7 | { 8 | float2 video_size; 9 | float2 texture_size; 10 | float2 output_size; 11 | float frame_count; 12 | }; 13 | 14 | void main_vertex 15 | ( 16 | float4 position : POSITION, 17 | out float4 oPosition : POSITION, 18 | uniform float4x4 modelViewProj, 19 | float2 tex : TEXCOORD, 20 | uniform input IN, 21 | out data oData 22 | ) 23 | { 24 | oPosition = mul(modelViewProj, position); 25 | oData.tex = tex - float2(0.5 / IN.texture_size.x, 0.0); // Compensate for decimate-by-2. 26 | } 27 | 28 | 29 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur3x3resize-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 3x3 11 | shader1 = ../blur3x3resize.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur6x6shared-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 6x6 11 | shader1 = ../blur6x6shared.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur8x8shared-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 8x8 11 | shader1 = ../blur8x8shared.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /ntsc/shaders/ntsc-pass2-vertex.inc: -------------------------------------------------------------------------------- 1 | struct data 2 | { 3 | float2 tex; 4 | }; 5 | 6 | struct input 7 | { 8 | float2 video_size; 9 | float2 texture_size; 10 | float2 output_size; 11 | float frame_count; 12 | }; 13 | 14 | void main_vertex 15 | ( 16 | float4 position : POSITION, 17 | out float4 oPosition : POSITION, 18 | uniform float4x4 modelViewProj, 19 | float2 tex : TEXCOORD, 20 | uniform input IN, 21 | out data oData 22 | ) 23 | { 24 | oPosition = mul(modelViewProj, position); 25 | oData.tex = tex - float2(0.5 / IN.texture_size.x, 0.0); // Compensate for decimate-by-2. 26 | } 27 | 28 | 29 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur10x10shared-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 10x10 11 | shader1 = ../blur10x10shared.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur12x12shared-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 12x12 11 | shader1 = ../blur12x12shared.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Scale to the screen size and gamma-correct the output: 18 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | -------------------------------------------------------------------------------- /cgp/gameboy-screen-grid.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../misc/image-adjustment.glsl" 4 | shader1 = "../retro/shaders/retro-v2.glsl" 5 | 6 | parameters = "target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;RETRO_PIXEL_SIZE" 7 | target_gamma = "2.400000" 8 | monitor_gamma = "2.160000" 9 | overscan_percent_x = "0.000000" 10 | overscan_percent_y = "0.000000" 11 | saturation = "0.500000" 12 | contrast = "1.000000" 13 | luminance = "0.900000" 14 | bright_boost = "0.000000" 15 | R = "1.000000" 16 | G = "1.000000" 17 | B = "1.000000" 18 | RETRO_PIXEL_SIZE = "0.840000" 19 | -------------------------------------------------------------------------------- /ntsc/ntsc-pass1-vertex.inc: -------------------------------------------------------------------------------- 1 | struct data 2 | { 3 | float2 tex; 4 | float2 pix_no; 5 | }; 6 | 7 | struct input 8 | { 9 | float2 video_size; 10 | float2 texture_size; 11 | float2 output_size; 12 | float frame_count; 13 | }; 14 | 15 | void main_vertex 16 | ( 17 | float4 position : POSITION, 18 | out float4 oPosition : POSITION, 19 | uniform float4x4 modelViewProj, 20 | float2 tex : TEXCOORD, 21 | uniform input IN, 22 | out data oData 23 | ) 24 | { 25 | oPosition = mul(modelViewProj, position); 26 | oData.tex = tex; 27 | oData.pix_no = tex * IN.texture_size * (IN.output_size / IN.video_size); 28 | } 29 | 30 | 31 | -------------------------------------------------------------------------------- /cgp/xbr-dilation-smart-blur-4xsoft.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | shader0 = "../xbr/shaders/legacy/5xbr-v4.0-noblend.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | shader1 = "../warp/shaders/dilation.glsl" 11 | wrap_mode1 = "clamp_to_border" 12 | float_framebuffer1 = "false" 13 | shader2 = "../blurs/smart-blur.glsl" 14 | wrap_mode2 = "clamp_to_border" 15 | float_framebuffer2 = "false" 16 | shader3 = "../xsoft/shaders/4xsoft.glsl" 17 | wrap_mode3 = "clamp_to_border" 18 | float_framebuffer3 = "false" 19 | -------------------------------------------------------------------------------- /ntsc/ntsc-256px-gauss-scanline.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = shaders/ntsc-pass1-composite-3phase.glsl 3 | shader1 = shaders/ntsc-pass2-3phase.glsl 4 | shader2 = shaders/ntsc-gauss-pass.glsl 5 | shader3 = shaders/ntsc-stock.glsl 6 | 7 | filter_linear0 = false 8 | filter_linear1 = false 9 | filter_linear2 = false 10 | filter_linear3 = true 11 | 12 | scale_type_x0 = absolute 13 | scale_type_y0 = source 14 | scale_x0 = 1024 15 | scale_y0 = 1.0 16 | frame_count_mod0 = 2 17 | float_framebuffer0 = true 18 | 19 | scale_type1 = source 20 | scale_x1 = 0.5 21 | scale_y1 = 1.0 22 | 23 | scale_type_x2 = source 24 | scale_type_y2 = viewport 25 | scale2 = 1.0 26 | 27 | -------------------------------------------------------------------------------- /ntsc/ntsc-256px-svideo-gauss-scanline.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = shaders/ntsc-pass1-svideo-3phase.glsl 3 | shader1 = shaders/ntsc-pass2-3phase.glsl 4 | shader2 = shaders/ntsc-gauss-pass.glsl 5 | shader3 = shaders/ntsc-stock.glsl 6 | 7 | filter_linear0 = false 8 | filter_linear1 = false 9 | filter_linear2 = false 10 | filter_linear3 = true 11 | 12 | scale_type_x0 = absolute 13 | scale_type_y0 = source 14 | scale_x0 = 1024 15 | scale_y0 = 1.0 16 | frame_count_mod0 = 2 17 | float_framebuffer0 = true 18 | 19 | scale_type1 = source 20 | scale_x1 = 0.5 21 | scale_y1 = 1.0 22 | 23 | scale_type_x2 = source 24 | scale_type_y2 = viewport 25 | scale2 = 1.0 26 | 27 | -------------------------------------------------------------------------------- /ntsc/ntsc-320px-gauss-scanline.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = shaders/ntsc-pass1-composite-2phase.glsl 3 | shader1 = shaders/ntsc-pass2-2phase.glsl 4 | shader2 = shaders/ntsc-gauss-pass.glsl 5 | shader3 = shaders/ntsc-stock.glsl 6 | 7 | filter_linear0 = false 8 | filter_linear1 = false 9 | filter_linear2 = false 10 | filter_linear3 = true 11 | 12 | scale_type_x0 = absolute 13 | scale_type_y0 = source 14 | scale_x0 = 1280 15 | scale_y0 = 1.0 16 | frame_count_mod0 = 2 17 | float_framebuffer0 = true 18 | 19 | scale_type1 = source 20 | scale_x1 = 0.5 21 | scale_y1 = 1.0 22 | 23 | scale_type_x2 = source 24 | scale_type_y2 = viewport 25 | scale2 = 1.0 26 | 27 | -------------------------------------------------------------------------------- /ntsc/shaders/ntsc-pass1-vertex.inc: -------------------------------------------------------------------------------- 1 | struct data 2 | { 3 | float2 tex; 4 | float2 pix_no; 5 | }; 6 | 7 | struct input 8 | { 9 | float2 video_size; 10 | float2 texture_size; 11 | float2 output_size; 12 | float frame_count; 13 | }; 14 | 15 | void main_vertex 16 | ( 17 | float4 position : POSITION, 18 | out float4 oPosition : POSITION, 19 | uniform float4x4 modelViewProj, 20 | float2 tex : TEXCOORD, 21 | uniform input IN, 22 | out data oData 23 | ) 24 | { 25 | oPosition = mul(modelViewProj, position); 26 | oData.tex = tex; 27 | oData.pix_no = tex * IN.texture_size * (IN.output_size / IN.video_size); 28 | } 29 | 30 | 31 | -------------------------------------------------------------------------------- /ntsc/ntsc-320px-svideo-gauss-scanline.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = shaders/ntsc-pass1-svideo-2phase.glsl 3 | shader1 = shaders/ntsc-pass2-2phase.glsl 4 | shader2 = shaders/ntsc-gauss-pass.glsl 5 | shader3 = shaders/ntsc-stock.glsl 6 | 7 | filter_linear0 = false 8 | filter_linear1 = false 9 | filter_linear2 = false 10 | filter_linear3 = true 11 | 12 | scale_type_x0 = absolute 13 | scale_type_y0 = source 14 | scale_x0 = 1280 15 | scale_y0 = 1.0 16 | frame_count_mod0 = 2 17 | float_framebuffer0 = true 18 | 19 | scale_type1 = source 20 | scale_x1 = 0.5 21 | scale_y1 = 1.0 22 | 23 | scale_type_x2 = source 24 | scale_type_y2 = viewport 25 | scale2 = 1.0 26 | 27 | -------------------------------------------------------------------------------- /nedi/nedi.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "shaders/nedi-pass0.glsl" 3 | filter_linear0 = false 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "2.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "2.000000" 10 | shader1 = "shaders/nedi-pass1.glsl" 11 | filter_linear1 = false 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | scale_type_x1 = "source" 15 | scale_x1 = "1.000000" 16 | scale_type_y1 = "source" 17 | scale_y1 = "1.000000" 18 | shader2 = "shaders/nedi-jinc-pass2.glsl" 19 | filter_linear2 = false 20 | wrap_mode2 = "clamp_to_border" 21 | float_framebuffer2 = "false" 22 | 23 | -------------------------------------------------------------------------------- /dithering/mdapt.glslp: -------------------------------------------------------------------------------- 1 | shaders = 5 2 | 3 | shader0 = shaders/mdapt/passes/mdapt-pass0.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 1.0 7 | 8 | shader1 = shaders/mdapt/passes/mdapt-pass1.glsl 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 1.0 12 | 13 | shader2 = shaders/mdapt/passes/mdapt-pass2.glsl 14 | filter_linear2 = false 15 | scale_type2 = source 16 | scale2 = 1.0 17 | 18 | shader3 = shaders/mdapt/passes/mdapt-pass3.glsl 19 | filter_linear3 = false 20 | scale_type3 = source 21 | scale3 = 1.0 22 | 23 | shader4 = shaders/mdapt/passes/mdapt-pass4.glsl 24 | filter_linear4 = false 25 | scale_type4 = source 26 | scale4 = 1.0 27 | -------------------------------------------------------------------------------- /handheld/lcd_cgwg/lcd-grid-v2.glslp: -------------------------------------------------------------------------------- 1 | shaders = "1" 2 | shader0 = "lcd-grid-v2.glsl" 3 | 4 | scale_type0 = "viewport" 5 | scale0 = "1.0" 6 | filter_linear0 = "false" 7 | 8 | parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR" 9 | RSUBPIX_R = "1.000000" 10 | RSUBPIX_G = "0.000000" 11 | RSUBPIX_B = "0.000000" 12 | GSUBPIX_R = "0.000000" 13 | GSUBPIX_G = "1.000000" 14 | GSUBPIX_B = "0.000000" 15 | BSUBPIX_R = "0.000000" 16 | BSUBPIX_G = "0.000000" 17 | BSUBPIX_B = "1.000000" 18 | gain = "1.250000" 19 | gamma = "3.000000" 20 | blacklevel = "0.050000" 21 | ambient = "0.000000" 22 | BGR = "0.000000" -------------------------------------------------------------------------------- /handheld/console-border/psp-2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../../stock.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = 0.2 17 | SCALE = "0.5" 18 | OUT_X = "2700.0" 19 | OUT_Y = "1350.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/psp border.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "true" -------------------------------------------------------------------------------- /ntsc/ntsc-pass1-encode-demodulate.inc: -------------------------------------------------------------------------------- 1 | float3 col = tex2D(s0, vertex.tex).rgb; 2 | float3 yiq = rgb2yiq(col); 3 | 4 | #if defined(TWO_PHASE) 5 | float chroma_phase = PI * (fmod(vertex.pix_no.y, 2.0) + IN.frame_count); 6 | #elif defined(THREE_PHASE) 7 | float chroma_phase = 0.6667 * PI * (fmod(vertex.pix_no.y, 3.0) + IN.frame_count); 8 | #endif 9 | 10 | float mod_phase = chroma_phase + vertex.pix_no.x * CHROMA_MOD_FREQ; 11 | 12 | float i_mod = cos(mod_phase); 13 | float q_mod = sin(mod_phase); 14 | 15 | yiq.yz *= float2(i_mod, q_mod); // Modulate. 16 | yiq = mul(mix_mat, yiq); // Cross-talk. 17 | yiq.yz *= float2(i_mod, q_mod); // Demodulate. 18 | return float4(yiq, 1.0); 19 | 20 | -------------------------------------------------------------------------------- /handheld/console-border/psp-3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = 0.10 17 | SCALE = "0.75" 18 | OUT_X = "4050.0" 19 | OUT_Y = "2025.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/psp border.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "true" -------------------------------------------------------------------------------- /handheld/console-border/psp-4x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = 0.15 17 | SCALE = "1.0" 18 | OUT_X = "5400.0" 19 | OUT_Y = "2700.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/psp border.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "true" -------------------------------------------------------------------------------- /handheld/console-border/psp-5x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "5.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "5.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = 0.15 17 | SCALE = "1.0" 18 | OUT_X = "6750.0" 19 | OUT_Y = "3375.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/psp border.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "true" -------------------------------------------------------------------------------- /handheld/console-border/psp-6x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "6.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "6.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = 0.15 17 | SCALE = "1.0" 18 | OUT_X = "8100.0" 19 | OUT_Y = "4050.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/psp border.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "true" -------------------------------------------------------------------------------- /handheld/lcd-shader/backup-2/lcd-shader.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = lcd-pass-0.glsl 3 | shader1 = lcd-pass-1.glsl 4 | shader2 = lcd-pass-2.glsl 5 | shader3 = lcd-pass-3.glsl 6 | shader4 = lcd-pass-4.glsl 7 | shader5 = lcd-pass-5.glsl 8 | 9 | scale_type0 = viewport 10 | scale0 = 1 11 | 12 | scale_type1 = source 13 | scale1 = 1 14 | 15 | scale_type2 = source 16 | scale2 = 1 17 | 18 | scale_type3 = source 19 | scale3 = 1 20 | 21 | scale_type4 = source 22 | scale4 = 1 23 | 24 | scale_type5 = source 25 | scale5 = 1 26 | 27 | filter_linear0 = false 28 | filter_linear1 = false 29 | filter_linear2 = false 30 | filter_linear3 = false 31 | filter_linear4 = false 32 | filter_linear5 = false 33 | -------------------------------------------------------------------------------- /handheld/lcd-shader/backup/lcd-shader.glslp: -------------------------------------------------------------------------------- 1 | shaders = 4 2 | shader0 = lcd-pass-0.glsl 3 | shader1 = lcd-pass-1.glsl 4 | shader2 = lcd-pass-2.glsl 5 | shader3 = lcd-pass-3.glsl 6 | shader4 = lcd-pass-4.glsl 7 | shader5 = lcd-pass-5.glsl 8 | 9 | scale_type0 = viewport 10 | scale0 = 1 11 | 12 | scale_type1 = source 13 | scale1 = 1 14 | 15 | scale_type2 = source 16 | scale2 = 1 17 | 18 | scale_type3 = source 19 | scale3 = 1 20 | 21 | scale_type4 = source 22 | scale4 = 1 23 | 24 | scale_type5 = source 25 | scale5 = 1 26 | 27 | filter_linear0 = false 28 | filter_linear1 = false 29 | filter_linear2 = false 30 | filter_linear3 = false 31 | filter_linear4 = false 32 | filter_linear5 = false 33 | -------------------------------------------------------------------------------- /ntsc/shaders/ntsc-pass1-encode-demodulate.inc: -------------------------------------------------------------------------------- 1 | float3 col = tex2D(s0, vertex.tex).rgb; 2 | float3 yiq = rgb2yiq(col); 3 | 4 | #if defined(TWO_PHASE) 5 | float chroma_phase = PI * (fmod(vertex.pix_no.y, 2.0) + IN.frame_count); 6 | #elif defined(THREE_PHASE) 7 | float chroma_phase = 0.6667 * PI * (fmod(vertex.pix_no.y, 3.0) + IN.frame_count); 8 | #endif 9 | 10 | float mod_phase = chroma_phase + vertex.pix_no.x * CHROMA_MOD_FREQ; 11 | 12 | float i_mod = cos(mod_phase); 13 | float q_mod = sin(mod_phase); 14 | 15 | yiq.yz *= float2(i_mod, q_mod); // Modulate. 16 | yiq = mul(mix_mat, yiq); // Cross-talk. 17 | yiq.yz *= float2(i_mod, q_mod); // Demodulate. 18 | return float4(yiq, 1.0); 19 | 20 | -------------------------------------------------------------------------------- /handheld/console-border/gba-2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.150000" 17 | SCALE = "0.5" 18 | OUT_X = "1600.0" 19 | OUT_Y = "800.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gba-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gg-2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.800000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.150000" 17 | SCALE = "0.5" 18 | OUT_X = "1600.0" 19 | OUT_Y = "800.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gg-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gg-3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "3.600000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "3.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.0" 18 | OUT_X = "2400.0" 19 | OUT_Y = "1200.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gg-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gg-4x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.800000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.0" 18 | OUT_X = "3200.0" 19 | OUT_Y = "1600.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gg-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gg-5x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "6.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "5.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.25" 18 | OUT_X = "5000.0" 19 | OUT_Y = "2500.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gg-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gg-6x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "7.200000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "6.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.5" 18 | OUT_X = "7200.0" 19 | OUT_Y = "3600.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gg-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur6x6shared-mipmap-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 6x6 11 | shader1 = ../blur6x6shared.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | mipmap_input1 = "true" # Pointless, but do it just to test thoroughly 16 | srgb_framebuffer1 = "true" 17 | 18 | # Pass2: Scale to the screen size and gamma-correct the output: 19 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 20 | filter_linear2 = "true" 21 | scale_type2 = "source" 22 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur8x8shared-mipmap-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 8x8 11 | shader1 = ../blur8x8shared.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | mipmap_input1 = "true" # Pointless, but do it just to test thoroughly 16 | srgb_framebuffer1 = "true" 17 | 18 | # Pass2: Scale to the screen size and gamma-correct the output: 19 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 20 | filter_linear2 = "true" 21 | scale_type2 = "source" 22 | -------------------------------------------------------------------------------- /cgp/n64-vifilter/vifilter-angrylion-force240p.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "../../stock.glsl" 3 | filter_linear0 = "false" 4 | scale_type_x0 = "source" 5 | scale_x0 = "0.500000" 6 | scale_type_y0 = "source" 7 | scale_y0 = "0.500000" 8 | shader1 = "../../blurs/bilateral.glsl" 9 | filter_linear1 = "false" 10 | scale_type_x1 = "source" 11 | scale_x1 = "1.000000" 12 | scale_type_y1 = "source" 13 | scale_y1 = "1.000000" 14 | shader2 = "../../xsal/shaders/2xsal.glsl" 15 | filter_linear2 = "false" 16 | scale_type_x2 = "source" 17 | scale_x2 = "2.000000" 18 | scale_type_y2 = "source" 19 | scale_y2 = "1.000000" 20 | parameters = "RAD;CLR;CWGHT" 21 | RAD = "2.000000" 22 | CLR = "0.200000" 23 | CWGHT = "0.250000" 24 | -------------------------------------------------------------------------------- /handheld/console-border/gba-3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "3.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "3.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.0" 18 | OUT_X = "2400.0" 19 | OUT_Y = "1200.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gba-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gba-4x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.0" 18 | OUT_X = "3200.0" 19 | OUT_Y = "1600.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gba-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gba-5x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "5.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "5.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.25" 18 | OUT_X = "5000.0" 19 | OUT_Y = "2500.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gba-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gba-6x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "6.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "6.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.5" 18 | OUT_X = "7200.0" 19 | OUT_Y = "3600.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/gba-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gbc-2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.150000" 17 | SCALE = "0.5" 18 | OUT_X = "1600.0" 19 | OUT_Y = "800.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/color-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gbc-3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "3.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "3.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.0" 18 | OUT_X = "2400.0" 19 | OUT_Y = "1200.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/color-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gbc-4x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.0" 18 | OUT_X = "3200.0" 19 | OUT_Y = "1600.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/color-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gbc-5x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "5.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "5.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.25" 18 | OUT_X = "5000.0" 19 | OUT_Y = "2500.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/color-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/gbc-6x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "6.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "6.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.5" 18 | OUT_X = "7200.0" 19 | OUT_Y = "3600.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/color-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/ngpc-2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.150000" 17 | SCALE = "0.5" 18 | OUT_X = "1600.0" 19 | OUT_Y = "800.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/ngpc-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/ngpc-3x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "3.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "3.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.0" 18 | OUT_X = "2400.0" 19 | OUT_Y = "1200.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/ngpc-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/ngpc-4x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "4.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "4.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.0" 18 | OUT_X = "3200.0" 19 | OUT_Y = "1600.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/ngpc-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/ngpc-5x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "5.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "5.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.25" 18 | OUT_X = "5000.0" 19 | OUT_Y = "2500.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/ngpc-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /handheld/console-border/ngpc-6x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | 3 | shader0 = "../lcd_cgwg/lcd-grid.glsl" 4 | filter_linear0 = "false" 5 | wrap_mode0 = "clamp_to_border" 6 | scale_type_x0 = "source" 7 | scale_x0 = "6.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "6.000000" 10 | 11 | shader1 = "shader-files/gb-pass-5.glsl" 12 | filter_linear1 = "true" 13 | wrap_mode1 = "clamp_to_border" 14 | 15 | parameters = "SCALE;OUT_X;OUT_Y;GRID_STRENGTH" 16 | GRID_STRENGTH = "0.050000" 17 | SCALE = "1.5" 18 | OUT_X = "7200.0" 19 | OUT_Y = "3600.0" 20 | 21 | textures = "BORDER" 22 | BORDER = "resources/ngpc-border-square-4x.png" 23 | BORDER_linear = "true" 24 | BORDER_wrap_mode = "clamp_to_border" 25 | BORDER_mipmap = "false" -------------------------------------------------------------------------------- /ntsc.glslp: -------------------------------------------------------------------------------- 1 | shaders = 5 2 | shader0 = ntsc-pass1.glsl 3 | shader1 = ntsc-pass2.glsl 4 | shader2 = ntsc-pass3.glsl 5 | shader3 = ntsc-pass4.glsl 6 | shader4 = ntsc-pass5.glsl 7 | 8 | filter_linear0 = false 9 | filter_linear1 = false 10 | filter_linear2 = false 11 | filter_linear3 = false 12 | filter_linear4 = true 13 | 14 | scale_type0 = source 15 | scale_x0 = 4.0 16 | scale_y0 = 1.0 17 | frame_count_mod0 = 2 18 | float_framebuffer0 = true 19 | 20 | scale_type1 = source 21 | scale1 = 1.0 22 | frame_count_mod1 = 2 23 | float_framebuffer1 = true 24 | 25 | scale_type2 = source 26 | scale2 = 1.0 27 | 28 | scale_type_x3 = source 29 | scale_type_y3 = viewport 30 | scale3 = 1.0 31 | 32 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur10x10shared-mipmap-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 10x10 11 | shader1 = ../blur10x10shared.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | mipmap_input1 = "true" # Pointless, but do it just to test thoroughly 16 | srgb_framebuffer1 = "true" 17 | 18 | # Pass2: Scale to the screen size and gamma-correct the output: 19 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 20 | filter_linear2 = "true" 21 | scale_type2 = "source" 22 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur12x12shared-mipmap-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 12x12 11 | shader1 = ../blur12x12shared.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | mipmap_input1 = "true" # Pointless, but do it just to test thoroughly 16 | srgb_framebuffer1 = "true" 17 | 18 | # Pass2: Scale to the screen size and gamma-correct the output: 19 | shader2 = ../../srgb-helpers/last-pass-gamma-correct.glsl 20 | filter_linear2 = "true" 21 | scale_type2 = "source" 22 | -------------------------------------------------------------------------------- /xbr/super-xbr-3p-smoother.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | shader0 = "shaders/super-xbr/super-xbr-pass0.glsl" 3 | filter_linear0 = false 4 | scale_type_x0 = "source" 5 | scale_x0 = "1.000000" 6 | scale_type_y0 = "source" 7 | scale_y0 = "1.000000" 8 | shader1 = "shaders/super-xbr/super-xbr-pass1.glsl" 9 | filter_linear1 = false 10 | scale_type_x1 = "source" 11 | scale_x1 = "2.000000" 12 | scale_type_y1 = "source" 13 | scale_y1 = "2.000000" 14 | shader2 = "shaders/super-xbr/super-xbr-pass2.glsl" 15 | filter_linear2 = false 16 | scale_type_x2 = "source" 17 | scale_x2 = "1.000000" 18 | scale_type_y2 = "source" 19 | scale_y2 = "1.000000" 20 | shader3 = "shaders/super-xbr/custom-jinc2-sharper.glsl" 21 | filter_linear3 = false 22 | 23 | -------------------------------------------------------------------------------- /xbr/super-xbr-fast-3p.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | shader0 = "shaders/super-xbr/super-xbr-fast-pass0.glsl" 3 | filter_linear0 = false 4 | scale_type_x0 = "source" 5 | scale_x0 = "2.000000" 6 | scale_type_y0 = "source" 7 | scale_y0 = "2.000000" 8 | shader1 = "shaders/super-xbr/super-xbr-fast-pass1.glsl" 9 | filter_linear1 = false 10 | scale_type_x1 = "source" 11 | scale_x1 = "1.000000" 12 | scale_type_y1 = "source" 13 | scale_y1 = "1.000000" 14 | shader2 = "shaders/super-xbr/super-xbr-fast-pass2.glsl" 15 | filter_linear2 = false 16 | scale_type_x2 = "source" 17 | scale_x2 = "1.000000" 18 | scale_type_y2 = "source" 19 | scale_y2 = "1.000000" 20 | shader3 = "shaders/super-xbr/custom-jinc2-sharper.glsl" 21 | filter_linear3 = false 22 | 23 | -------------------------------------------------------------------------------- /ddt/README.md: -------------------------------------------------------------------------------- 1 | Data-Dependent Triangulation Shaders 2 | ======= 3 | These shaders consider the square plane formed by the four nearest neighbors. They divide the square plane in two triangle planes. The pixels are bilinear interpolated using only the three points of triangles they belong. 4 | 5 | ddt.cg 6 | -------------- 7 | 8 | The classical ddt implementation. It works in any scale factor above 1x. It is a good last pass filter too. 9 | 10 | Recommended sampling: `Point` 11 | 12 | 13 | ddt-extended.cg 14 | -------------- 15 | 16 | It has a better edge detection than the standard ddt, though a bit slower. It works in any scale factor above 1x. It is a good last pass filter too. 17 | 18 | Recommended sampling: `Point` 19 | 20 | -------------------------------------------------------------------------------- /gameboy.glslp: -------------------------------------------------------------------------------- 1 | shaders = "5" 2 | shader0 = "dot.glsl" 3 | scale_type0 = "viewport" 4 | filter_linear0 = "false" 5 | 6 | shader1 = gb-pass-1.glsl 7 | shader2 = gb-pass-2.glsl 8 | shader3 = gb-pass-3.glsl 9 | shader4 = gb-pass-4.glsl 10 | 11 | scale_type1 = source 12 | scale1 = 1 13 | 14 | scale_type2 = source 15 | scale2 = 1 16 | 17 | scale_type3 = source 18 | scale3 = 1 19 | 20 | scale_type4 = source 21 | scale4 = 1 22 | 23 | filter_linear0 = false 24 | filter_linear1 = false 25 | filter_linear2 = false 26 | filter_linear3 = false 27 | filter_linear4 = false 28 | 29 | textures = COLOR_PALETTE;BACKGROUND 30 | COLOR_PALETTE = palette.png 31 | COLOR_PALETTE_linear = false 32 | BACKGROUND = background.png 33 | BACKGROUND_linear = true 34 | -------------------------------------------------------------------------------- /gameboy2.glslp: -------------------------------------------------------------------------------- 1 | shaders = "5" 2 | shader0 = "lcd3x.glsl" 3 | scale_type0 = "viewport" 4 | filter_linear0 = "false" 5 | 6 | shader1 = gb-pass-1.glsl 7 | shader2 = gb-pass-2.glsl 8 | shader3 = gb-pass-3.glsl 9 | shader4 = gb-pass-4.glsl 10 | 11 | scale_type1 = source 12 | scale1 = 1 13 | 14 | scale_type2 = source 15 | scale2 = 1 16 | 17 | scale_type3 = source 18 | scale3 = 1 19 | 20 | scale_type4 = source 21 | scale4 = 1 22 | 23 | filter_linear0 = false 24 | filter_linear1 = false 25 | filter_linear2 = false 26 | filter_linear3 = false 27 | filter_linear4 = false 28 | 29 | textures = COLOR_PALETTE;BACKGROUND 30 | COLOR_PALETTE = palette.png 31 | COLOR_PALETTE_linear = false 32 | BACKGROUND = background.png 33 | BACKGROUND_linear = true 34 | -------------------------------------------------------------------------------- /ntsc/ntsc-param.inc: -------------------------------------------------------------------------------- 1 | #define PI 3.14159265 2 | 3 | #if defined(TWO_PHASE) 4 | #define CHROMA_MOD_FREQ (4.0 * PI / 15.0) 5 | #elif defined(THREE_PHASE) 6 | #define CHROMA_MOD_FREQ (PI / 3.0) 7 | #endif 8 | 9 | #if defined(COMPOSITE) 10 | #define SATURATION 1.0 11 | #define BRIGHTNESS 1.0 12 | #define ARTIFACTING 1.0 13 | #define FRINGING 1.0 14 | #elif defined(SVIDEO) 15 | #define SATURATION 1.0 16 | #define BRIGHTNESS 1.0 17 | #define ARTIFACTING 0.0 18 | #define FRINGING 0.0 19 | #endif 20 | 21 | #if defined(COMPOSITE) || defined(SVIDEO) 22 | const float3x3 mix_mat = float3x3( 23 | BRIGHTNESS, ARTIFACTING, ARTIFACTING, 24 | FRINGING, 2.0 * SATURATION, 0.0, 25 | FRINGING, 0.0, 2.0 * SATURATION 26 | ); 27 | #endif 28 | 29 | -------------------------------------------------------------------------------- /ntsc/shaders/ntsc-param.inc: -------------------------------------------------------------------------------- 1 | #define PI 3.14159265 2 | 3 | #if defined(TWO_PHASE) 4 | #define CHROMA_MOD_FREQ (4.0 * PI / 15.0) 5 | #elif defined(THREE_PHASE) 6 | #define CHROMA_MOD_FREQ (PI / 3.0) 7 | #endif 8 | 9 | #if defined(COMPOSITE) 10 | #define SATURATION 1.0 11 | #define BRIGHTNESS 1.0 12 | #define ARTIFACTING 1.0 13 | #define FRINGING 1.0 14 | #elif defined(SVIDEO) 15 | #define SATURATION 1.0 16 | #define BRIGHTNESS 1.0 17 | #define ARTIFACTING 0.0 18 | #define FRINGING 0.0 19 | #endif 20 | 21 | #if defined(COMPOSITE) || defined(SVIDEO) 22 | const float3x3 mix_mat = float3x3( 23 | BRIGHTNESS, ARTIFACTING, ARTIFACTING, 24 | FRINGING, 2.0 * SATURATION, 0.0, 25 | FRINGING, 0.0, 2.0 * SATURATION 26 | ); 27 | #endif 28 | 29 | -------------------------------------------------------------------------------- /snes3.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | scale_type_x0 = "source" 7 | scale_x0 = "1.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | shader1 = "snes-hires-blend.glsl" 11 | filter_linear1 = "true" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | scale_type_x1 = "source" 15 | scale_x1 = "1.000000" 16 | scale_type_y1 = "absolute" 17 | scale_y1 = "1.000000" 18 | shader2 = "phosphor.glsl" 19 | filter_linear2 = "true" 20 | wrap_mode2 = "clamp_to_border" 21 | float_framebuffer2 = "false" 22 | scale_type_x2 = "source" 23 | scale_x1 = "2.000000" 24 | scale_type_y2 = "source" 25 | scale_y1 = "2.000000" 26 | -------------------------------------------------------------------------------- /cgp/lowquality-lcd+motionblur.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "../motionblur/shaders/motionblur-simple.glsl" 3 | shader1 = "../misc/image-adjustment.glsl" 4 | shader2 = "../handheld/lcd_cgwg/lcd-grid.glsl" 5 | 6 | scale_type_x0 = "source" 7 | scale_x0 = "1.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | 11 | parameters = "target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 12 | target_gamma = "3.999999" 13 | monitor_gamma = "2.200000" 14 | overscan_percent_x = "0.000000" 15 | overscan_percent_y = "0.000000" 16 | saturation = "0.600000" 17 | contrast = "1.000000" 18 | luminance = "1.000000" 19 | bright_boost = "0.100000" 20 | R = "1.000000" 21 | G = "1.000000" 22 | B = "1.000000" 23 | -------------------------------------------------------------------------------- /snes_hq2x.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "bsnes_gamma_ramp.glsl" 3 | filter_linear0 = "false" 4 | wrap_mode0 = "clamp_to_border" 5 | float_framebuffer0 = "false" 6 | //scale_type_x0 = "source" 7 | //scale_x0 = "1.000000" 8 | //scale_type_y0 = "source" 9 | //scale_y0 = "1.000000" 10 | shader1 = "snes-hires-blend.glsl" 11 | filter_linear1 = "true" 12 | wrap_mode1 = "clamp_to_border" 13 | float_framebuffer1 = "false" 14 | //scale_type_x1="source" 15 | //scale_x1="1.000000" 16 | //scale_type_y1="absolute" 17 | //scale_y1="1.000000" 18 | shader2 ="hq2x.glsl" 19 | filter_linear2 = "true" 20 | wrap_mode2 = "clamp_to_border" 21 | float_framebuffer2 = "false" 22 | scale_type_x2 = "source" 23 | scale_x1 = "2.000000" 24 | scale_type_y2 = "source" 25 | scale_y1 = "2.000000" 26 | -------------------------------------------------------------------------------- /crt/crt-hyllian-glow.glslp: -------------------------------------------------------------------------------- 1 | shaders = 6 2 | 3 | shader0 = shaders/glow/linearize.glsl 4 | filter_linear0 = false 5 | srgb_framebuffer0 = true 6 | 7 | shader1 = shaders/crt-hyllian-glow/crt-hyllian.glsl 8 | filter_linear1 = false 9 | scale_type1 = viewport 10 | scale1 = 1.0 11 | srgb_framebuffer1 = true 12 | 13 | shader2 = shaders/glow/threshold.glsl 14 | filter_linear2 = false 15 | srgb_framebuffer2 = true 16 | 17 | shader3 = shaders/glow/blur_horiz.glsl 18 | mipmap_input3 = true 19 | filter_linear3 = true 20 | scale_type3 = source 21 | scale3 = 0.25 22 | srgb_framebuffer3 = true 23 | 24 | shader4 = shaders/glow/blur_vert.glsl 25 | filter_linear4 = true 26 | srgb_framebuffer4 = true 27 | 28 | shader5 = shaders/crt-hyllian-glow/resolve2.glsl 29 | filter_linear5 = true 30 | 31 | -------------------------------------------------------------------------------- /handheld/lcd_cgwg/lcd-grid-v2-gba-color.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../gba-color.glsl" 3 | shader1 = "lcd-grid-v2.glsl" 4 | 5 | filter_linear0 = "false" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | filter_linear1 = "false" 10 | scale_type1 = "viewport" 11 | scale1 = "1.0" 12 | 13 | parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR" 14 | RSUBPIX_R = "1.000000" 15 | RSUBPIX_G = "0.000000" 16 | RSUBPIX_B = "0.000000" 17 | GSUBPIX_R = "0.000000" 18 | GSUBPIX_G = "1.000000" 19 | GSUBPIX_B = "0.000000" 20 | BSUBPIX_R = "0.000000" 21 | BSUBPIX_G = "0.000000" 22 | BSUBPIX_B = "1.000000" 23 | gain = "1.250000" 24 | gamma = "3.000000" 25 | blacklevel = "0.050000" 26 | ambient = "0.000000" 27 | BGR = "1.000000" 28 | -------------------------------------------------------------------------------- /cgp/gameboy-screen-grid+motionblur.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "../motionblur/shaders/motionblur-simple.glsl" 3 | shader1 = "../misc/image-adjustment.glsl" 4 | shader2 = "../retro/shaders/retro-v2.glsl" 5 | 6 | scale_type_x0 = "source" 7 | scale_x0 = "1.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | 11 | parameters = "target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;RETRO_PIXEL_SIZE" 12 | target_gamma = "2.160000" 13 | monitor_gamma = "2.200000" 14 | overscan_percent_x = "0.000000" 15 | overscan_percent_y = "0.000000" 16 | saturation = "0.500000" 17 | contrast = "1.000000" 18 | luminance = "0.900000" 19 | bright_boost = "0.000000" 20 | R = "1.000000" 21 | G = "1.000000" 22 | B = "1.000000" 23 | RETRO_PIXEL_SIZE = "0.840000" 24 | -------------------------------------------------------------------------------- /test/cgp/2xbr-c-lv1-ra-dilation.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | shader0 = ../lab/xbr/2xbr-lv1-c-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = ../lab/xbr/2xbr-lv1-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "2.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "2.000000" 16 | shader2 = ../../anti-aliasing/reverse-aa.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | scale_type_x2 = "source" 20 | scale_x2 = "2.000000" 21 | scale_type_y2 = "source" 22 | scale_y2 = "2.000000" 23 | shader3 = ../../warp/dilation.glsl 24 | filter_linear3 = "true" 25 | float_framebuffer3 = "false" 26 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur6x6shared-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Scale to screen size 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 6x6 18 | shader2 = ../blur6x6shared.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "viewport" 28 | scale3 = "1.0" 29 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur8x8shared-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Scale to screen size 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 8x8 18 | shader2 = ../blur8x8shared.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "viewport" 28 | scale3 = "1.0" 29 | -------------------------------------------------------------------------------- /handheld/gameboy/gb-shader.glslp: -------------------------------------------------------------------------------- 1 | shaders = 5 2 | shader0 = shader-files/gb-pass-0.glsl 3 | shader1 = shader-files/gb-pass-1.glsl 4 | shader2 = shader-files/gb-pass-2.glsl 5 | shader3 = shader-files/gb-pass-3.glsl 6 | shader4 = shader-files/gb-pass-4.glsl 7 | 8 | scale_type0 = viewport 9 | scale0 = 1 10 | 11 | scale_type1 = source 12 | scale1 = 1 13 | 14 | scale_type2 = source 15 | scale2 = 1 16 | 17 | scale_type3 = source 18 | scale3 = 1 19 | 20 | scale_type4 = source 21 | scale4 = 1 22 | 23 | filter_linear0 = false 24 | filter_linear1 = false 25 | filter_linear2 = false 26 | filter_linear3 = false 27 | filter_linear4 = false 28 | 29 | textures = COLOR_PALETTE;BACKGROUND 30 | COLOR_PALETTE = resources/palette.png 31 | COLOR_PALETTE_linear = false 32 | BACKGROUND = resources/background.png 33 | BACKGROUND_linear = true 34 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur10x10shared-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Scale to screen size 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 10x10 18 | shader2 = ../blur10x10shared.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "viewport" 28 | scale3 = "1.0" 29 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur12x12shared-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Scale to screen size 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 12x12 18 | shader2 = ../blur12x12shared.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "viewport" 28 | scale3 = "1.0" 29 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur3fast-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 3x vertically 11 | shader1 = ../blur3fast-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 3x horizontally 18 | shader2 = ../blur3fast-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur5fast-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 5x vertically 11 | shader1 = ../blur5fast-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 5x horizontally 18 | shader2 = ../blur5fast-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur7fast-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 7x vertically 11 | shader1 = ../blur7fast-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 7x horizontally 18 | shader2 = ../blur7fast-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur9fast-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 9x vertically 11 | shader1 = ../blur9fast-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 9x horizontally 18 | shader2 = ../blur9fast-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur11fast-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 11x vertically 11 | shader1 = ../blur11fast-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 11x horizontally 18 | shader2 = ../blur11fast-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur3resize-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 3x vertically 11 | shader1 = ../blur3resize-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 3x horizontally 18 | shader2 = ../blur3resize-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur5resize-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 5x vertically 11 | shader1 = ../blur5resize-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 5x horizontally 18 | shader2 = ../blur5resize-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur7resize-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 7x vertically 11 | shader1 = ../blur7resize-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 7x horizontally 18 | shader2 = ../blur7resize-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur9resize-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 9x vertically 11 | shader1 = ../blur9resize-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 9x horizontally 18 | shader2 = ../blur9resize-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /handheld/lcd_cgwg/lcd-grid-v2-motionblur.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../../motionblur/shaders/motionblur-simple.glsl" 3 | shader1 = "lcd-grid-v2.glsl" 4 | 5 | scale_type0 = "source" 6 | scale0 = "1.0" 7 | 8 | scale_type1 = "viewport" 9 | scale1 = "1.0" 10 | 11 | filter_linear0 = "false" 12 | filter_linear1 = "false" 13 | 14 | parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR" 15 | RSUBPIX_R = "1.000000" 16 | RSUBPIX_G = "0.000000" 17 | RSUBPIX_B = "0.000000" 18 | GSUBPIX_R = "0.000000" 19 | GSUBPIX_G = "1.000000" 20 | GSUBPIX_B = "0.000000" 21 | BSUBPIX_R = "0.000000" 22 | BSUBPIX_G = "0.000000" 23 | BSUBPIX_B = "1.000000" 24 | gain = "1.250000" 25 | gamma = "3.000000" 26 | blacklevel = "0.050000" 27 | ambient = "0.000000" 28 | BGR = "0.000000" -------------------------------------------------------------------------------- /blurs/quality-test-presets/test-blur11resize-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Blur 11x vertically 11 | shader1 = ../blur11resize-vertical.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "source" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 11x horizontally 18 | shader2 = ../blur11resize-horizontal.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | srgb_framebuffer2 = "true" 23 | 24 | # Pass3: Scale to the screen size and gamma-correct the output: 25 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 26 | filter_linear3 = "true" 27 | scale_type3 = "source" 28 | -------------------------------------------------------------------------------- /handheld/gameboy/gb-pocket-shader.glslp: -------------------------------------------------------------------------------- 1 | shaders = 5 2 | shader0 = shader-files/gb-pass-0.glsl 3 | shader1 = shader-files/gb-pass-1.glsl 4 | shader2 = shader-files/gb-pass-2.glsl 5 | shader3 = shader-files/gb-pass-3.glsl 6 | shader4 = shader-files/gb-pass-4.glsl 7 | 8 | scale_type0 = viewport 9 | scale0 = 1 10 | 11 | scale_type1 = source 12 | scale1 = 1 13 | 14 | scale_type2 = source 15 | scale2 = 1 16 | 17 | scale_type3 = source 18 | scale3 = 1 19 | 20 | scale_type4 = source 21 | scale4 = 1 22 | 23 | filter_linear0 = false 24 | filter_linear1 = false 25 | filter_linear2 = false 26 | filter_linear3 = false 27 | filter_linear4 = false 28 | 29 | textures = COLOR_PALETTE;BACKGROUND 30 | COLOR_PALETTE = resources/sample-palettes/gbp-palette.png 31 | COLOR_PALETTE_linear = false 32 | BACKGROUND = resources/sample-bgs/paper-bg.png 33 | BACKGROUND_linear = true 34 | -------------------------------------------------------------------------------- /xbr/xbr-mlv4-multipass.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | shader0 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass1.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "1.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "1.000000" 16 | shader2 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | scale_type_x2 = "source" 20 | scale_x2 = "2.000000" 21 | scale_type_y2 = "source" 22 | scale_y2 = "2.000000" 23 | shader3 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass4.glsl 24 | filter_linear3 = "false" 25 | float_framebuffer3 = "false" 26 | -------------------------------------------------------------------------------- /cgp/lowquality-lcd.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../misc/image-adjustment.glsl" 3 | shader1 = "../handheld/lcd_cgwg/lcd-grid.glsl" 4 | 5 | filter_linear0 = "false" 6 | 7 | scale_type_x0 = "source" 8 | scale_x0 = "1.000000" 9 | scale_type_y0 = "source" 10 | scale_y0 = "1.000000" 11 | 12 | filter_linear1 = "false" 13 | 14 | scale_type_x1 = "viewport" 15 | scale_x1 = "2.000000" 16 | scale_type_y1 = "viewport" 17 | scale_y1 = "2.000000" 18 | 19 | parameters = "target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 20 | target_gamma = "3.999999" 21 | monitor_gamma = "2.200000" 22 | overscan_percent_x = "0.000000" 23 | overscan_percent_y = "0.000000" 24 | saturation = "0.600000" 25 | contrast = "1.000000" 26 | luminance = "1.000000" 27 | bright_boost = "0.100000" 28 | R = "1.000000" 29 | G = "1.000000" 30 | B = "1.000000" 31 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur6x6shared-mipmap-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Scale to screen size 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 6x6 18 | shader2 = ../blur6x6shared.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | mipmap_input2 = "true" # Pointless, but do it just to test thoroughly 23 | srgb_framebuffer2 = "true" 24 | 25 | # Pass3: Gamma-correct the output: 26 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 27 | filter_linear3 = "true" 28 | scale_type3 = "viewport" 29 | scale3 = "1.0" 30 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur8x8shared-mipmap-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Scale to screen size 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 8x8 18 | shader2 = ../blur8x8shared.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | mipmap_input2 = "true" # Pointless, but do it just to test thoroughly 23 | srgb_framebuffer2 = "true" 24 | 25 | # Pass3: Gamma-correct the output: 26 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 27 | filter_linear3 = "true" 28 | scale_type3 = "viewport" 29 | scale3 = "1.0" 30 | -------------------------------------------------------------------------------- /crt/crt-interlaced-halation.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | shader0 = shaders/crt-interlaced-halation/crt-interlaced-halation-pass0.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = shaders/crt-interlaced-halation/crt-interlaced-halation-pass1.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "1.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "1.000000" 16 | shader2 = shaders/crt-interlaced-halation/crt-interlaced-halation-pass2.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | scale_type_x2 = "source" 20 | scale_x2 = "3.000000" 21 | scale_type_y2 = "source" 22 | scale_y2 = "3.000000" 23 | shader3 = ../quilez.glsl 24 | filter_linear3 = "true" 25 | float_framebuffer3 = "false" 26 | 27 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur10x10shared-mipmap-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Scale to screen size 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 10x10 18 | shader2 = ../blur10x10shared.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | mipmap_input2 = "true" # Pointless, but do it just to test thoroughly 23 | srgb_framebuffer2 = "true" 24 | 25 | # Pass3: Gamma-correct the output: 26 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 27 | filter_linear3 = "true" 28 | scale_type3 = "viewport" 29 | scale3 = "1.0" 30 | -------------------------------------------------------------------------------- /blurs/large-input-quality-test-presets/test-large-input-blur12x12shared-mipmap-srgb.glslp: -------------------------------------------------------------------------------- 1 | shaders = "4" 2 | 3 | # Pass0: Linearize RGB: 4 | shader0 = ../../srgb-helpers/first-pass-linearize.glsl 5 | filter_linear0 = "true" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | srgb_framebuffer0 = "true" 9 | 10 | # Pass1: Scale to screen size 11 | shader1 = ../../stock.glsl 12 | filter_linear1 = "true" 13 | scale_type1 = "viewport" 14 | scale1 = "1.0" 15 | srgb_framebuffer1 = "true" 16 | 17 | # Pass2: Blur 12x12 18 | shader2 = ../blur12x12shared.glsl 19 | filter_linear2 = "true" 20 | scale_type2 = "source" 21 | scale2 = "1.0" 22 | mipmap_input2 = "true" # Pointless, but do it just to test thoroughly 23 | srgb_framebuffer2 = "true" 24 | 25 | # Pass3: Gamma-correct the output: 26 | shader3 = ../../srgb-helpers/last-pass-gamma-correct.glsl 27 | filter_linear3 = "true" 28 | scale_type3 = "viewport" 29 | scale3 = "1.0" 30 | -------------------------------------------------------------------------------- /cgp/tvout/tvout.glslp: -------------------------------------------------------------------------------- 1 | #tvout preset for 240p CRTs 2 | 3 | shaders = "2" 4 | shader0 = "../../crt/shaders/tvout-tweaks.glsl" 5 | shader1 = "../../misc/image-adjustment.glsl" 6 | 7 | scale_type_x0 = "viewport" 8 | scale_x0 = "1.000000" 9 | scale_type_y0 = "source" 10 | scale_y0 = "1.000000" 11 | 12 | parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 13 | TVOUT_RESOLUTION = "320.000000" 14 | TVOUT_COMPOSITE_CONNECTION = "0.000000" 15 | TVOUT_TV_COLOR_LEVELS = "1.000000" 16 | target_gamma = "2.400000" 17 | monitor_gamma = "2.200000" 18 | overscan_percent_x = "0.000000" 19 | overscan_percent_y = "0.000000" 20 | saturation = "1.000000" 21 | contrast = "1.000000" 22 | luminance = "1.000000" 23 | bright_boost = "0.000000" 24 | R = "1.000000" 25 | G = "1.000000" 26 | B = "1.000000" 27 | -------------------------------------------------------------------------------- /handheld/gameboy/gb-light-shader.glslp: -------------------------------------------------------------------------------- 1 | shaders = 5 2 | shader0 = shader-files/gb-pass-0.glsl 3 | shader1 = shader-files/gb-pass-1.glsl 4 | shader2 = shader-files/gb-pass-2.glsl 5 | shader3 = shader-files/gb-pass-3.glsl 6 | shader4 = shader-files/gb-pass-4.glsl 7 | 8 | scale_type0 = viewport 9 | scale0 = 1 10 | 11 | scale_type1 = source 12 | scale1 = 1 13 | 14 | scale_type2 = source 15 | scale2 = 1 16 | 17 | scale_type3 = source 18 | scale3 = 1 19 | 20 | scale_type4 = source 21 | scale4 = 1 22 | 23 | filter_linear0 = false 24 | filter_linear1 = false 25 | filter_linear2 = false 26 | filter_linear3 = false 27 | filter_linear4 = false 28 | 29 | textures = COLOR_PALETTE;BACKGROUND 30 | COLOR_PALETTE = resources/sample-palettes/gblight-palette.png 31 | COLOR_PALETTE_linear = false 32 | BACKGROUND = resources/sample-bgs/paper-bg.png 33 | BACKGROUND_linear = true 34 | 35 | parameters = "screen_light" 36 | screen_light = "1.4" -------------------------------------------------------------------------------- /cgp/2x2xscalehq.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "../misc/image-adjustment.glsl" 3 | shader1 = "../scalehq/shaders/2xScaleHQ.glsl" 4 | shader2 = "../windowed/shaders/jinc2-sharper.glsl" 5 | 6 | filter_linear0 = "false" 7 | 8 | scale_type_x0 = "source" 9 | scale_x0 = "2.000000" 10 | scale_type_y0 = "source" 11 | scale_y0 = "2.000000" 12 | 13 | filter_linear1 = "false" 14 | 15 | scale_type_x1 = "source" 16 | scale_x1 = "2.000000" 17 | scale_type_y1 = "source" 18 | scale_y1 = "2.000000" 19 | 20 | parameters = "target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 21 | target_gamma = "2.400000" 22 | monitor_gamma = "2.200000" 23 | overscan_percent_x = "0.000000" 24 | overscan_percent_y = "0.000000" 25 | saturation = "1.000000" 26 | contrast = "1.000000" 27 | luminance = "1.000000" 28 | bright_boost = "0.000000" 29 | R = "1.000000" 30 | G = "1.000000" 31 | B = "1.000000" 32 | -------------------------------------------------------------------------------- /crt/crtglow_gauss.glslp: -------------------------------------------------------------------------------- 1 | shaders = 7 2 | 3 | shader0 = shaders/glow/linearize.glsl 4 | filter_linear0 = false 5 | srgb_framebuffer0 = true 6 | 7 | shader1 = shaders/glow/gauss_horiz.glsl 8 | filter_linear1 = false 9 | scale_type_x1 = viewport 10 | scale_type_y1 = source 11 | scale_x0 = 1.0 12 | scale_y0 = 1.0 13 | srgb_framebuffer1 = true 14 | 15 | shader2 = shaders/glow/gauss_vert.glsl 16 | filter_linear2 = false 17 | scale_type2 = viewport 18 | scale2 = 1.0 19 | srgb_framebuffer2 = true 20 | 21 | shader3 = shaders/glow/threshold.glsl 22 | filter_linear3 = false 23 | srgb_framebuffer3 = true 24 | 25 | shader4 = shaders/glow/blur_horiz.glsl 26 | mipmap_input4 = true 27 | filter_linear4 = true 28 | scale_type4 = source 29 | scale4 = 0.25 30 | srgb_framebuffer4 = true 31 | 32 | shader5 = shaders/glow/blur_vert.glsl 33 | filter_linear5 = true 34 | srgb_framebuffer5 = true 35 | 36 | shader6 = shaders/glow/resolve.glsl 37 | filter_linear6 = true 38 | 39 | -------------------------------------------------------------------------------- /crt/crtglow_lanczos.glslp: -------------------------------------------------------------------------------- 1 | shaders = 7 2 | 3 | shader0 = shaders/glow/linearize.glsl 4 | filter_linear0 = false 5 | srgb_framebuffer0 = true 6 | 7 | shader1 = shaders/glow/lanczos_horiz.glsl 8 | filter_linear1 = false 9 | scale_type_x1 = viewport 10 | scale_type_y1 = source 11 | scale_x = 1.0 12 | scale_y = 1.0 13 | srgb_framebuffer1 = true 14 | 15 | shader2 = shaders/glow/gauss_vert.glsl 16 | filter_linear2 = false 17 | scale_type2 = viewport 18 | scale2 = 1.0 19 | srgb_framebuffer2 = true 20 | 21 | shader3 = shaders/glow/threshold.glsl 22 | filter_linear3 = false 23 | srgb_framebuffer3 = true 24 | 25 | shader4 = shaders/glow/blur_horiz.glsl 26 | mipmap_input4 = true 27 | filter_linear4 = true 28 | scale_type4 = source 29 | scale4 = 0.25 30 | srgb_framebuffer4 = true 31 | 32 | shader5 = shaders/glow/blur_vert.glsl 33 | filter_linear5 = true 34 | srgb_framebuffer5 = true 35 | 36 | shader6 = shaders/glow/resolve.glsl 37 | filter_linear6 = true 38 | 39 | -------------------------------------------------------------------------------- /dithering/mdapt+xbr-hybrid+ddt.glslp: -------------------------------------------------------------------------------- 1 | shaders = 7 2 | 3 | shader0 = shaders/mdapt/passes/mdapt-pass0.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 1.0 7 | 8 | shader1 = shaders/mdapt/passes/mdapt-pass1.glsl 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 1.0 12 | 13 | shader2 = shaders/mdapt/passes/mdapt-pass2.glsl 14 | filter_linear2 = false 15 | scale_type2 = source 16 | scale2 = 1.0 17 | 18 | shader3 = shaders/mdapt/passes/mdapt-pass3.glsl 19 | filter_linear3 = false 20 | scale_type3 = source 21 | scale3 = 1.0 22 | 23 | shader4 = shaders/mdapt/passes/mdapt-pass4.glsl 24 | filter_linear4 = false 25 | scale_type4 = source 26 | scale4 = 1.0 27 | 28 | shader5 = ../xbr/shaders/xbr-hybrid/2xbr-hybrid-v5-gamma.glsl 29 | filter_linear5 = false 30 | scale_type5 = source 31 | scale5 = 2.0 32 | 33 | shader6 = ../ddt/shaders/ddt-extended.glsl 34 | filter_linear6 = false 35 | scale_type6 = source 36 | scale6 = 2.0 37 | -------------------------------------------------------------------------------- /dithering/mdapt+xbr-hybrid+aa.glslp: -------------------------------------------------------------------------------- 1 | shaders = 7 2 | 3 | shader0 = shaders/mdapt/passes/mdapt-pass0.glsl 4 | filter_linear0 = false 5 | scale_type0 = source 6 | scale0 = 1.0 7 | 8 | shader1 = shaders/mdapt/passes/mdapt-pass1.glsl 9 | filter_linear1 = false 10 | scale_type1 = source 11 | scale1 = 1.0 12 | 13 | shader2 = shaders/mdapt/passes/mdapt-pass2.glsl 14 | filter_linear2 = false 15 | scale_type2 = source 16 | scale2 = 1.0 17 | 18 | shader3 = shaders/mdapt/passes/mdapt-pass3.glsl 19 | filter_linear3 = false 20 | scale_type3 = source 21 | scale3 = 1.0 22 | 23 | shader4 = shaders/mdapt/passes/mdapt-pass4.glsl 24 | filter_linear4 = false 25 | scale_type4 = source 26 | scale4 = 1.0 27 | 28 | shader5 = ../xbr/shaders/xbr-hybrid/2xbr-hybrid-v5-gamma.glsl 29 | filter_linear5 = false 30 | scale_type5 = source 31 | scale5 = 2.0 32 | 33 | shader6 = ../anti-aliasing/shaders/advanced-aa.glsl 34 | filter_linear6 = true 35 | scale_type6 = source 36 | scale6 = 2.0 37 | -------------------------------------------------------------------------------- /handheld/lcd_cgwg/lcd-grid-v2-gba-color-motionblur.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "../../motionblur/shaders/motionblur-simple.glsl" 3 | shader1 = "../gba-color.glsl" 4 | shader2 = "lcd-grid-v2.glsl" 5 | 6 | filter_linear0 = "false" 7 | scale_type0 = "source" 8 | scale0 = "1.0" 9 | 10 | filter_linear1 = "false" 11 | scale_type1 = "source" 12 | scale1 = "1.0" 13 | 14 | filter_linear2 = "false" 15 | scale_type2 = "viewport" 16 | scale2 = "1.0" 17 | 18 | parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR" 19 | RSUBPIX_R = "1.000000" 20 | RSUBPIX_G = "0.000000" 21 | RSUBPIX_B = "0.000000" 22 | GSUBPIX_R = "0.000000" 23 | GSUBPIX_G = "1.000000" 24 | GSUBPIX_B = "0.000000" 25 | BSUBPIX_R = "0.000000" 26 | BSUBPIX_G = "0.000000" 27 | BSUBPIX_B = "1.000000" 28 | gain = "1.250000" 29 | gamma = "3.000000" 30 | blacklevel = "0.050000" 31 | ambient = "0.000000" 32 | BGR = "1.000000" 33 | -------------------------------------------------------------------------------- /cgp/tvout+interlacing/tvout+interlacing.glslp: -------------------------------------------------------------------------------- 1 | #tvout preset for 480p CRTs 2 | 3 | shaders = "3" 4 | shader0 = "../../crt/shaders/tvout-tweaks.glsl" 5 | shader1 = "../../misc/image-adjustment.glsl" 6 | shader2 = "../../misc/interlacing.glsl" 7 | 8 | scale_type_x0 = "viewport" 9 | scale_x0 = "1.000000" 10 | scale_type_y0 = "source" 11 | scale_y0 = "1.000000" 12 | 13 | parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 14 | TVOUT_RESOLUTION = "320.000000" 15 | TVOUT_COMPOSITE_CONNECTION = "0.000000" 16 | TVOUT_TV_COLOR_LEVELS = "1.000000" 17 | target_gamma = "2.400000" 18 | monitor_gamma = "2.200000" 19 | overscan_percent_x = "0.000000" 20 | overscan_percent_y = "0.000000" 21 | saturation = "1.000000" 22 | contrast = "1.000000" 23 | luminance = "1.000000" 24 | bright_boost = "0.000000" 25 | R = "1.000000" 26 | G = "1.000000" 27 | B = "1.000000" -------------------------------------------------------------------------------- /crt/GTU-famicom.glslp: -------------------------------------------------------------------------------- 1 | shaders = 5 2 | 3 | shader0 = shaders/GTU-famicom/DAC.glsl 4 | scale_type_x0 = source 5 | scale_x0 = 8.0 6 | scale_type_y0 = source 7 | scale_y0 = 1.0 8 | float_framebuffer0 = true 9 | filter_linear0 = false 10 | frame_count_mod0 = 2 11 | 12 | shader1 = shaders/GTU-famicom/lowPass.glsl 13 | scale_type_1 = source 14 | scale_1 = 1.0 15 | float_framebuffer1 = true 16 | filter_linear1 = false 17 | frame_count_mod1 = 32 18 | 19 | shader2 = shaders/GTU-famicom/combFilter.glsl 20 | scale_type_2 = source 21 | scale_2 = 1.0 22 | float_framebuffer2 = true 23 | filter_linear2 = false 24 | frame_count_mod2 = 2 25 | 26 | shader3 = shaders/GTU-famicom/scaleX.glsl 27 | scale_type_x3 = viewport 28 | scale_x3 = 1.0 29 | scale_type_y3 = source 30 | scale_y3 = 1.0 31 | float_framebuffer3 = true 32 | filter_linear3 = false 33 | 34 | shader4 = shaders/GTU-famicom/scaleY.glsl 35 | scale_type_x4 = source 36 | scale_x4 = 1.0 37 | scale_type_y4 = viewport 38 | scale_y4 = 1.0 39 | float_framebuffer4 = true 40 | filter_linear4 = false 41 | -------------------------------------------------------------------------------- /cgp/tvout/tvout+snes-hires-blend.glslp: -------------------------------------------------------------------------------- 1 | #tvout preset for 240p CRTs 2 | 3 | shaders = "3" 4 | shader0 = "../../crt/shaders/snes-hires-blend.glsl" 5 | shader1 = "../../crt/shaders/tvout-tweaks.glsl" 6 | shader2 = "../../misc/image-adjustment.glsl" 7 | 8 | filter_linear0 = "false" 9 | scale_type0 = "source" 10 | scale0 = "1.0 11 | 12 | scale_type_x1 = "viewport" 13 | scale_x1 = "1.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "1.000000" 16 | 17 | parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 18 | TVOUT_RESOLUTION = "512.000000" 19 | TVOUT_COMPOSITE_CONNECTION = "0.000000" 20 | TVOUT_TV_COLOR_LEVELS = "1.000000" 21 | target_gamma = "2.400000" 22 | monitor_gamma = "2.200000" 23 | overscan_percent_x = "0.000000" 24 | overscan_percent_y = "0.000000" 25 | saturation = "1.000000" 26 | contrast = "1.000000" 27 | luminance = "1.000000" 28 | bright_boost = "0.000000" 29 | R = "1.000000" 30 | G = "1.000000" 31 | B = "1.000000" 32 | -------------------------------------------------------------------------------- /cgp/tvout/tvout-pixelsharp.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | shader0 = "../../crt/shaders/tvout-tweaks.glsl" 3 | shader1 = "../../misc/image-adjustment.glsl" 4 | shader2 = "../../stock.glsl" 5 | 6 | scale_type_x0 = "viewport" 7 | scale_x0 = "1.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | 11 | scale_type_x1 = "source" 12 | scale_x1 = "1.000000" 13 | scale_type_y1 = "source" 14 | scale_y1 = "4.000000" 15 | 16 | filter_linear2 = "true" 17 | 18 | parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 19 | TVOUT_RESOLUTION = "1024.000000" 20 | TVOUT_COMPOSITE_CONNECTION = "0.000000" 21 | TVOUT_TV_COLOR_LEVELS = "1.000000" 22 | target_gamma = "2.400000" 23 | monitor_gamma = "2.200000" 24 | overscan_percent_x = "0.000000" 25 | overscan_percent_y = "0.000000" 26 | saturation = "1.000000" 27 | contrast = "1.000000" 28 | luminance = "1.000000" 29 | bright_boost = "0.000000" 30 | R = "1.000000" 31 | G = "1.000000" 32 | B = "1.000000" -------------------------------------------------------------------------------- /xbr/xbr-mlv4-dilation.glslp: -------------------------------------------------------------------------------- 1 | shaders = "5" 2 | shader0 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass1.glsl 3 | filter_linear0 = "false" 4 | float_framebuffer0 = "false" 5 | scale_type_x0 = "source" 6 | scale_x0 = "1.000000" 7 | scale_type_y0 = "source" 8 | scale_y0 = "1.000000" 9 | shader1 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.glsl 10 | filter_linear1 = "false" 11 | float_framebuffer1 = "false" 12 | scale_type_x1 = "source" 13 | scale_x1 = "1.000000" 14 | scale_type_y1 = "source" 15 | scale_y1 = "1.000000" 16 | shader2 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.glsl 17 | filter_linear2 = "false" 18 | float_framebuffer2 = "false" 19 | scale_type_x2 = "source" 20 | scale_x2 = "2.000000" 21 | scale_type_y2 = "source" 22 | scale_y2 = "2.000000" 23 | shader3 = shaders/xbr-mlv4-multipass/xbr-mlv4-pass4.glsl 24 | filter_linear3 = "false" 25 | float_framebuffer3 = "false" 26 | scale_type_x3 = "source" 27 | scale_x3 = "3.000000" 28 | scale_type_y3 = "source" 29 | scale_y3 = "3.000000" 30 | shader4 = ../warp/shaders/dilation-horizontal-fast.glsl 31 | filter_linear4 = "true" 32 | float_framebuffer4 = "false" 33 | 34 | -------------------------------------------------------------------------------- /crt/crt-easymode-halation.glslp: -------------------------------------------------------------------------------- 1 | shaders = "5" 2 | 3 | shader0 = "shaders/crt-easymode-halation/linearize.glsl" 4 | filter_linear0 = "false" 5 | srgb_framebuffer0 = "true" 6 | scale_type_x0 = "source" 7 | scale_x0 = "1.000000" 8 | scale_type_y0 = "source" 9 | scale_y0 = "1.000000" 10 | 11 | shader1 = "shaders/crt-easymode-halation/blur_horiz.glsl" 12 | filter_linear1 = "false" 13 | srgb_framebuffer1 = "true" 14 | scale_type_x1 = "source" 15 | scale_x1 = "1.000000" 16 | scale_type_y1 = "source" 17 | scale_y1 = "1.000000" 18 | 19 | shader2 = "shaders/crt-easymode-halation/blur_vert.glsl" 20 | filter_linear2 = "false" 21 | srgb_framebuffer2 = "true" 22 | scale_type_x2 = "source" 23 | scale_x2 = "1.000000" 24 | scale_type_y2 = "source" 25 | scale_y2 = "1.000000" 26 | 27 | shader3 = "shaders/crt-easymode-halation/threshold.glsl" 28 | filter_linear3 = "false" 29 | srgb_framebuffer3 = "true" 30 | scale_type_x3 = "source" 31 | scale_x3 = "1.000000" 32 | scale_type_y3 = "source" 33 | scale_y3 = "1.000000" 34 | 35 | shader4 = "shaders/crt-easymode-halation/crt-easymode-halation.glsl" 36 | filter_linear4 = "true" 37 | 38 | -------------------------------------------------------------------------------- /handheld/nds.glslp: -------------------------------------------------------------------------------- 1 | shaders = "3" 2 | 3 | shader0 = "../misc/color-mangler.glsl" 4 | filter_linear0 = "false" 5 | scale_type0 = "source" 6 | 7 | shader1 = "lcd_cgwg/lcd-grid.glsl" 8 | scale_type1 = "viewport" 9 | filter_linear1 = "false" 10 | 11 | shader2 = "../misc/image-adjustment.glsl" 12 | 13 | parameters = "display_gamma;target_gamma;sat;lum;cntrst;blr;blg;blb;r;g;b;rg;rb;gr;gb;br;bg;GRID_STRENGTH;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 14 | display_gamma = 1.9 15 | target_gamma = 2.2 16 | sat = 1.04 17 | lum = 1.0 18 | cntrst = 1.0 19 | blr = 0.0 20 | blg = 0.0 21 | blb = 0.0 22 | r = 0.77 23 | g = 0.69 24 | b = 0.8 25 | rg = 0.06 26 | rb = 0.06 27 | gr = 0.22 28 | gb = 0.1 29 | br = 0.0 30 | bg = 0.24 31 | GRID_STRENGTH = "0.150000" 32 | target_gamma = "2.200000" 33 | monitor_gamma = "2.200000" 34 | overscan_percent_x = "0.000000" 35 | overscan_percent_y = "0.000000" 36 | saturation = "1.000000" 37 | contrast = "1.000000" 38 | luminance = "1.200000" 39 | bright_boost = "0.000000" 40 | R = "1.000000" 41 | G = "1.000000" 42 | B = "1.000000" -------------------------------------------------------------------------------- /borders/sgb/README.txt: -------------------------------------------------------------------------------- 1 | These shader presets will allow you to apply a 256x224 SGB border around a 160x144 input image from a Game Boy core. Included is one raw preset that can be easily used with other shaders, one with CRT-Easymode applied, one with CRT Royale applied, and one with tvout+interlacing for 480p CRT monitors. 2 | 3 | Please note that RetroArch's integer scaling function will not automatically set a correct integer scale for the output image, as it will only take the Game Boy core's reported resolution of 160x144 into account, and not the output image's 256x224 resolution. You will need to set a custom viewport size, either with the Custom Ratio menu option or defining custom_viewport_width and custom_viewport_height in the config file, setting Aspect Ratio Index to "Custom", and enabling Integer Scaling to center the image automatically. 4 | 5 | An example border is included, you can swap it out with another 256x224 SGB border in png format with the center 160x144 transparent. Borders derived from an emulator screenshot may be shifted up one pixel and off center, so you would need to shift it down one pixel to center it. -------------------------------------------------------------------------------- /cgp/tvout+interlacing/tvout+snes-hires-blend+interlacing.glslp: -------------------------------------------------------------------------------- 1 | #tvout preset for 480p CRTs 2 | 3 | shaders = "4" 4 | shader0 = "../../crt/shaders/snes-hires-blend.glsl" 5 | shader1 = "../../crt/shaders/tvout-tweaks.glsl" 6 | shader2 = "../../misc/image-adjustment.glsl" 7 | shader3 = "../../misc/interlacing.glsl" 8 | 9 | filter_linear0 = "false" 10 | scale_type0 = "source" 11 | scale0 = "1.0 12 | 13 | scale_type_x1 = "viewport" 14 | scale_x1 = "1.000000" 15 | scale_type_y1 = "source" 16 | scale_y1 = "1.000000" 17 | 18 | parameters = "TVOUT_RESOLUTION;TVOUT_COMPOSITE_CONNECTION;TVOUT_TV_COLOR_LEVELS;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B" 19 | TVOUT_RESOLUTION = "512.000000" 20 | TVOUT_COMPOSITE_CONNECTION = "0.000000" 21 | TVOUT_TV_COLOR_LEVELS = "1.000000" 22 | target_gamma = "2.400000" 23 | monitor_gamma = "2.200000" 24 | overscan_percent_x = "0.000000" 25 | overscan_percent_y = "0.000000" 26 | saturation = "1.000000" 27 | contrast = "1.000000" 28 | luminance = "1.000000" 29 | bright_boost = "0.000000" 30 | R = "1.000000" 31 | G = "1.000000" 32 | B = "1.000000" 33 | -------------------------------------------------------------------------------- /handheld/lcd_cgwg/lcd-grid-v2-nds-color.glslp: -------------------------------------------------------------------------------- 1 | shaders = "2" 2 | shader0 = "../../misc/color-mangler.glsl" 3 | shader1 = "lcd-grid-v2.glsl" 4 | 5 | filter_linear0 = "false" 6 | scale_type0 = "source" 7 | scale0 = "1.0" 8 | 9 | filter_linear1 = "false" 10 | scale_type1 = "viewport" 11 | scale1 = "1.0" 12 | 13 | parameters = "display_gamma;target_gamma;sat;lum;cntrst;r;g;b;rg;rb;gr;gb;br;bg;blr;blg;blb;RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR" 14 | display_gamma = 1.9 15 | target_gamma = 2.2 16 | sat = 1.04 17 | lum = 1.0 18 | cntrst = 1.0 19 | blr = 0.0 20 | blg = 0.0 21 | blb = 0.0 22 | r = 0.77 23 | g = 0.69 24 | b = 0.8 25 | rg = 0.06 26 | rb = 0.06 27 | gr = 0.22 28 | gb = 0.1 29 | br = 0.0 30 | bg = 0.24 31 | RSUBPIX_R = "1.000000" 32 | RSUBPIX_G = "0.000000" 33 | RSUBPIX_B = "0.000000" 34 | GSUBPIX_R = "0.000000" 35 | GSUBPIX_G = "1.000000" 36 | GSUBPIX_B = "0.000000" 37 | BSUBPIX_R = "0.000000" 38 | BSUBPIX_G = "0.000000" 39 | BSUBPIX_B = "1.000000" 40 | gain = "1.250000" 41 | gamma = "3.000000" 42 | blacklevel = "0.050000" 43 | ambient = "0.000000" 44 | BGR = "1.000000" 45 | --------------------------------------------------------------------------------