//DON'T DELETE THIS LINE // KEEP A BACKUP OF THIS FILE IF YOU MODIFY IT! // // There yoy have a chance to boost your FPS, // the more lines you insert (or uncomment), the more your FPS will be high. // // The downside of using this method is that every setting // you will write here, will be static and so that // you will NOT BE ABLE RO MODIFY it "on-the-fly" in Retroarch anymore. // // Lines have this format: //#define PARAMETER VALUE //DESCRIPTION // where: // "//" means a comment; read: Everything after "//" is simply ignored. // * PARAMETER is the shader parameter as defined in config.inc // (look for lines starting with #pragma there). // * VALUE is the value you want to assign to that parameter. // (it is the same you would assign to that within retroarch) // * DESCRIPTION is the associated label in retroarch menu, reported here just for convenience // (not needed nor taken into account, so if they differ a bit, it don't mind) // // Almost if not all of the parameters are reported here but commented (prepended with the double slash //) // Since a double slash means that everything after it is ignored, // then you have to remove the leadings "//" // // Notice, there is no equal sign, nor double quotes, so, eg: // If you know that you will always use the bezel frame, you will have: // #define DO_BEZEL 1.0 //Bezel enable? // // If you know you'll never alter the contrast: // #define CONTRAST 0.0 //Contrast in // // If you know your curvature // will never change: // #define GEOM_WARP_X //Warp X // // As said, you can disable a line by erasing it or, // since everything after "//" is ignored, // by prepending "//", eg: // // // #define DO_BEZEL 1.0 // // ...that's it, you just need to copy the values from the // preset you like to the right setting here. // // // #define IN_GLOW_GAMMA 2.0 // Gamma In // #define GAMMA_OUT 0.4 // Gamma out // #define DO_CCORRECTION 1.0 // ★ Color corrections enable? // #define IN_GLOW_POWER 1.5 // Input signal gain // #define LUMINANCE 0.2 // Luminance push // #define BRIGHTNESS 0.0 // Brightness in // #define CONTRAST 0.0 // Contrast in // #define ADAPTIVE_BLACK 0.1 // Adaptive Black level range // #define TEMPERATURE 7700.0 // Temperature in (6500=off) // #define COLOR_MONO_COLORIZE 0.0 // Monochrome screen colorization // #define COLOR_MONO_HUE1 0.25 // . Hue bright // #define COLOR_MONO_HUE2 0.3 // . Hue dark // #define COLOR_MONO_HUE_BIAS 0.0 // . Hue bright-dark bias // #define SATURATION 1.0 // Saturation in (1.0=off) // #define VIBRANCE 0.0 // Vibrance in (0.0=off) // #define DO_FXAA 0.0 // ★ Antialiasing enable ? // #define DO_RF_NOISE 0.0 // ★ RF Noise enable? // #define RF_NOISE_STRENGTH 0.05 // Strength // #define DO_DEDITHER 0.0 // ★ Dedither enable? (not with NTSC artifacts) // #define DEDITHER_TRESHMAX 1.2 // Sensitivity // #define DEDITHER_STRENGTH 0.8 // Basic search strength // #define DEDITHER_STRENGTH2 0.0 // Extensive search strength // #define DO_NTSC_ARTIFACTS 0.0 // ★ CVBS: NTSC color artifacts enable? // #define NTSC_MIX 0.5 // Strength // #define NTSC_FILTER_WIDTH 17.0 // Filter width // #define NTSC_FILTER_SCF 5.30 // Subcarrier Frequency mul // #define NTSC_FILTER_FC 2.5 // Frequency cutoff // #define NTSC_PHASE_SHIFT 0.0 // Phase shift // #define NTSC_ARTF_TRSH 0.1 // . Consider artifacts above this treshold // #define NTSC_SHOW_ARTF_MASK 0.0 // . Show the mask of selected artifacts (debug) // #define NTSC_ARTF_NOBLUR 0.0 // . 1* Under treshold: Cancel blur (Glow) // #define NTSC_ARTF_NOBLEED 0.0 // . 2* Under treshold: Cancel Bandwidth limited chroma" // #define NTSC_ARTF_ZAP 0.0 // . 3* Under treshold: Cancel artifacts" // #define DO_SAT_BLEED 0.0 // ★ CVBS: Bandwidth limited chroma enable? // #define SAT_BLEED_PAL 0.0 // Colorspace (NTSC, PAL) // #define SAT_BLEED_STRENGTH 1.0 // Strength // #define SAT_BLEED_SIZE 5.0 // Size (capped to 5.0 in d3d) // #define SAT_BLEED_FALLOFF 1.7 // Falloff // #define DOT_C 0.0 // ★ CVBS: Dot crawl // #define DOT_C_YUV 0.0 // Colorspace (NTSC, PAL) // #define DOT_C_SPEED 8.0 // Speed // #define DO_PPERSISTENCE 0.0 // ★ Persistence of phosphors enable? // #define PPERSISTENCE_START 0.9 // Early decay // #define PPERSISTENCE_END 0.5 // Late Persistence // #define DO_SHIFT_RGB 1.0 // ★ Deconvergence enable? // #define OFFSET_STRENGTH 0.3 // Strength // #define DECON_RX 0.0 // Red x offset // #define DECON_RY -1.0 // Red y offset // #define DECON_GX 1.0 // Green x offset // #define DECON_GY 0.0 // Green y offset // #define DECON_BX 0.0 // Blue x offset // #define DECON_BY 1.0 // Blue y offset // #define EDGE_DEFOCUS 2.0 // Deconvergence increases near edges // #define EDGE_DEFOCUS_DO_BLUR 0.0 // Blur increases near edges when glow/blur is enabled // #define EDGE_DEFOCUS_AREA_INV 0.4 // Focused Area // #define SHIFT_R -20.0 // Red offset // #define SHIFT_G 0.0 // Green offset // #define SHIFT_B 20.0 // Blue offset // #define DO_IN_GLOW 1.0 // ★ Glow/Blur enable? // #define IN_GLOW_BIAS 1.0 // Glow to blur bias // #define IN_GLOW_SPREAD 0.6 // Glow light gain // #define IN_GLOW_SPREAD_SHARPNESS // Glow light sharpness // #define IN_GLOW_W -0.80000 // Sharp X (neg=use BOX unsharp) // #define IN_GLOW_H 7.0 // Sharp Y (neg=use BOX unsharp) // #define IN_GLOW_WARPSHARP_X 0.4 // Warped glow (X) // #define IN_GLOW_WARPSHARP_Y 0.4 // Warped glow (Y) // #define IN_GLOW_WARPSHARP_GAMMA 1.0 // Warped glow dynamics (1.0=linear) // #define TATE 1.0 // ★ Tate mode (0:disabled 1:auto 2:forced) // #define RESSWITCH_GLITCH_SIZE 0.1 // ★ Glitch amount if vertical resolution changes // #define MIN_LINES_INTERLACED 380.0 // . Consider Hi-Resolution above # lines (0=never): // #define PIXELGRID_INTR_DISABLE_Y -1.0 // . Hi-Res scanlines type (read docs): // #define PIXELGRID_INTR_GAMMA_ADJ 0.9 // . Interlaced brighness push (less is more, not for OLEDs) // #define PIXELGRID_INTR_FLICK_MODE 2.0 // . Scanlines flicker (0=off,1=on,2=if Hi-Res) // #define PIXELGRID_INTR_FLICK_POWR 0.25 // . Flicker power // #define DO_PIXELGRID 1.0 // ★ Low level Phosphor grid enable? // #define PIXELGRID_OVERMASK 1.0 // Overmask (1.0 = neutral) // #define DO_PIXELGRID_H 1.0 // ★ Scanlines (0 to disable) // #define PIXELGRID_DOUBLESCAN 0.0 // . Double-scan low input resolutions // #define PIXELGRID_COREY_FAKE_SCAN 0.0 // // #define PIXELGRID_MIN_H 0.3 // . Fake integer scanlines (-1=auto) // #define PIXELGRID_MAX_H 0.7 // . Phosphors height Max // #define PIXELGRID_GAMMA_H 5.2 // . Phosphors height min->max gamma: // #define PIXELGRID_NO_INTERBLEED_H 1.0 // . Inter line extra steepness (1.0 to disable) // #define PIXELGRID_H_ANTIMOIRE 0.0 // . Anti-moire sweet spot (disables Y deconvergence) // #define PIXELGRID_OFFSET_CORE 0.0 // . Slotmask(fake) offset (not with anti-moire) // #define PIXELGRID_DECON_R_H 0.0 // . Deconvergence Y: R phosphor // #define PIXELGRID_DECON_G_H 0.0 // . Deconvergence Y: G phosphor // #define PIXELGRID_DECON_B_H 0.0 // . Deconvergence Y: B phosphor // #define PIXELGRID_H_DEDOT 0.0 // . Dedot mask between scanlines (use only if needed!) // #define DO_PIXELGRID_W 1.0 // ★ Horizontal mask (0 to disable) // #define PIXELGRID_SIZE_W 1.0 // . Resolution: (core or screen) // #define PIXELGRID_MUL_X 1.0 // . Cell size multiplier x (neg=divider): // #define PIXELGRID_H_PRST 3.0 // . Mask type preset (0: for manual) // #define PIXELGRID_H_COUNT 3.0 // . 0: Phosphors+gap count (mask size) // #define PIXELGRID_R_SHIFT 0.0 // . 0: R phospor position // #define PIXELGRID_G_SHIFT 1.0 // . 0: G phospor position // #define PIXELGRID_B_SHIFT 2.0 // . 0: B phospor position // #define PIXELGRID_MIN_W 0.25 // . Phosphors width Min // #define PIXELGRID_MAX_W 0.40 // . Phosphors width Max // #define PIXELGRID_GAMMA_W 1.5 // . Phosphors width min->max gamma: // #define PIXELGRID_BASAL_GRID 0.02 // . Black level of the unexcided phosphor grid // #define PIXELGRID_Y_MASK 0.0 // ★ Vertical cell Mask (aperturegrille/slotmask) // #define PIXELGRID_Y_MASK_COORDS 0.0 // . Resolution: (core or screen) // #define PIXELGRID_Y_MASK_HEIGHT 1.0 // . Height divider (neg = multiplier): // #define PIXELGRID_Y_MASK_OFFSET 1.0 // . Even/odd Y offset (slotmask) // #define PIXELGRID_Y_MASK_SHIFT 0.15 // . Vertical shift (neg = auto) // #define PIXELGRID_Y_MASK_STEEP 1.0 // . Steepness // #define PIXELGRID_Y_MASK_ON_WHITE 0.0 // . Fadeout under light // #define PIXELGRID_Y_SPARK 1.0 // . Sparkling look punch // #define PIXELGRID_DO_SHADOWMASK 0.0 // ★ Shadowmask // #define PIXELGRID_SHADOWMASK_H 0.0 // . X staggering // #define PIXELGRID_SHADOWMASK_SHIFT 1.0 // . Phosphor height // #define DO_DOT_MATRIX 0.0 // ★ Dot matrix emulation enable? (NOT with scanlines!) // #define DOT_M_G_STR 0.0 // Grid strength // #define DOT_M_G_TRESH 1.1 // . Paint on bright (<0 on black) // #define DOT_M_G_BRT 0.0 // . Grid brightness // #define DOT_M_G_SHARP 0.0 // . Grid sharpness (0.0 for auto) // #define DOT_M_MBLUR_STR 0.45 // Refresh inertia // #define DOT_M_MBLUR_MODE 0.0 // . Inertia on: both,white,black // #define DOT_M_SHADOW_STR 0.0 // Shadow strength (disables deconvergence) // #define DOT_M_SHADOW_OFF 0.0 // . Shadow offset // #define DO_HALO 1.0 // ★ Halo or mask helper enable? // #define HALO_NO_PREGAIN 1.0 // Halo: Pre-attenuate input signal gain to 1x // #define HALO_POWER 0.5 // Halo: Strength (negative = 10x precision) // #define HALO_SHARPNESS 6.5 // Halo: Sharpness // #define HALO_GAMMA 2.0 // Halo: Gamma in: Higher -> less halo on dark colors // #define HALO_GAMMA_OUT 1.0 // Halo: Gamma out // #define HALO_DO_MASK_HELPER 0.0 // Additional brighness if horizontal mask clips // #define HALO_VS_SCAN 0.7 // Light up scanline gaps and dot grid gaps too // #define DO_BLOOM 1.0 // ★ Bloom enable? // #define BLOOM_MIX 0.40 // Final mix, (0.0=off) // #define BLOOM_SIZE 4.0 // Radius // #define BLOOM_QUALITY 1.0 // Quality: more is better but slower // #define BLOOM_GAMMA 8.0 // Gamma in (threshold) // #define BLOOM_GAMMA_OUT 1.2 // Gamma out (contour smoothness) // #define BLOOM_POWER 1.20 // Power multiplier // #define BLOOM_EYE_ADPT_SRT 0.6 // Modulate: Local exposure eye adaption strength // #define BLOOM_EYE_INERTIA 750 // Modulate: Time before eye adaption starts // #define BLOOM_OVER_WHITE 0.5 // Modulate: Strength on bright areas (0 = aura) // #define BLOOM_BYPASS 0.0 // Bypass/Solo (1=Unmodulated, 2=Modulated) // #define DO_CURVATURE 1.0 // ★ Curvature/Corners/Edges enable? // #define GEOM_WARP_X 0.28 // Warp X // #define GEOM_WARP_Y 0.32 // Warp Y // #define GEOM_CORNER_SIZE 0.01 // Corners radius // #define GEOM_CORNER_SMOOTH 200.0 // Edges sharpness // #define DO_BEZEL 1.0 // ★ Bezel enable? // #define BEZEL_USE_STRAIGHT 0.0 // Straight // #define BEZEL_FRAME_ZOOM 0.179 // Frame Alignment // #define BEZEL_R -0.35 // Color: Red // #define BEZEL_G -0.35 // Color: Green // #define BEZEL_B -0.35 // Color: Blue // #define BEZEL_CON 1.3 // Contrast // #define BEZEL_RFL_ZOOM 0.0 // Reflections zoom // #define BEZEL_REFL_STRENGTH 0.5 // Reflections strength // #define BEZEL_CORNER_DARK 0.8 // Less reflections in corners // #define BEZEL_RFL_BLR_SHD -0.2 // Reflections sharpness // #define BEZEL_ROUGHNESS 1.0 // Surface roughness // #define BEZEL_DIFFUSION_STR 0.2 // Diffusion strength // #define BEZEL_LIGHT_NO_FADEOUT 0.5 // Specularity strength // #define BEZEL_SPCL_STRENGTH 0.5 // Light fadeout distance // #define DO_GLOBAL_SHZO 0.0 // ★ Global shift/zoom enable? // #define GLOBAL_OFFX 0.0 // X axis shift // #define GLOBAL_OFFY 0.0 // Y axis shift // #define GLOBAL_ZOOM 2.0 // Zoom // #define DO_BG_IMAGE 0.0 // ★ Back/Foreground image enable? // #define BG_IMAGE_OVER 0.0 // Image over content (alpha channel driven)? // #define BG_IMAGE_OFFX 0.0 // Shift Image over X axis // #define BG_IMAGE_OFFY 0.0 // Shift Image over Y axis // #define BG_IMAGE_ZOOM 1.0 // Zoom Image // #define BG_IMAGE_ROTATION -1.0 // Rotate/flip (0=auto,1/-1=no change,<0 for rotated games) // #define BG_IMAGE_NIGHTIFY 0.0 // Nightify image // #define BG_IMAGE_WRAP_MODE 0.0 // Wrap mode: default, clamp to border, edge, repeat // #define DO_BACKDROP 0.0 // ★ Backdrop mirrored image enable? // #define BACKDROP_OFFX 0.0 // Shift backdrop over X axis // #define BACKDROP_OFFY 0.0 // Shift backdrop over Y axis // #define BACKDROP_ZOOM 1.0 // Zoom backdrop // #define DO_AMBILIGHT 1.0 // ★ Ambient light leds enable? (am) // #define AMBI_STEPS 60.0 // Slowness // #define AMBI_FALLOFF 0.40 // Led power/falloff // #define AMBI_POWER 1.8 // Led Saturation // #define AMBI_INT_OFFSET 0.07 // Internalness (Led position) // #define AMBI_SMP_INT_OFFSET 0.07 // Internalness (Sampling point) // #define AMBI_STRETCH 0.0 // Widen lights (horizontal games) // #define AMBI_STRETCH_VERTICAL 0.5 // Widen lights (vertical games) // #define AMBI_GAMMA 1.3 // Output Gamma // #define AMBI_OVER_BEZEL 0.2 // Bezel Colorization intensity // #define AMBI_OVER_BEZEL_SIZE 0.15 // Bezel Colorization size // #define AMBI_BG_IMAGE_BLEND_MODE 0.0 // Back/Foreground image alpha blend (0=mix, 1=add) // #define AMBI_ADD_ON_BLACK 1.0 // Foggy (power on dark colors, add mode only) // #define AMBI_BG_IMAGE_FORCE 0.0 // Always colorize Back/Foreground image (add mode only) // #define DO_VIGNETTE 1.0 // ★ Vignette enable? // #define V_SIZE 1.08 // Size // #define V_POWER 1.00 // Power // #define DO_SPOT 1.0 // ★ Spot enable? // #define S_POSITION_X 1.0 // X Position // #define S_POSITION_Y 1.0 // Y Position // #define S_SIZE 0.4 // Size // #define S_POWER 0.05 // Power // #define DO_TILT 0.0 // ★ Tilt enable? // #define TILT_X 0.25 // Tilt along X axis // #define ASPECT_X 0.0 // Aspect Ratio Numerator (<=0 for a preset) // #define ASPECT_Y 3.0 // Aspect Ratio Denominator // #define DO_DYNZOOM 0.015 // ★ Luminosity tied zoom (!!OBSTRUCTS integer scale!!) // #define AUTOCROP_MAX 0.0 //★ Autocrop: maximum amount (!!OBSTRUCTS integer scale!!) // #define AUTOCROP_MIN 1.0 // Number of mandatory lines to crop // #define AUTOCROP_SAMPLES 10 // Samples per frame (faster response, higher gpu use) // #define AUTOCROP_SAMPLE_SIZE 2.0 // Sample size (big speedup, less accurate) // #define AUTOCROP_STEADINESS 0.01 // Scene change treshold (0 = continuous cropping) // #define AUTOCROP_SAMPLES 0.02 // Transition speed // #define DO_GAME_GEOM_OVERRIDE 0.0 // ★ Override content geometry enable? // #define GAME_GEOM_INT_SCALE 0.0 // Integer scale 2=No keep aspect // #define GAME_GEOM_INT_SCALE_MAX 10.0 // . Maximum integer scale // #define GAME_GEOM_INT_SCALE_OVR 1.0 // . Permit integer overscale by // #define GAME_GEOM_ASPECT 0.0 // Aspect (0 = unchanged) // #define GAME_GEOM_VSHIFT 0.0 // Vertical position // #define GAME_GEOM_HSHIFT 0.0 // Horizontal position // #define GAME_GEOM_ZOOM 1.0 // Zoom // #define GAME_GEOM_OFF_FIX 0.0 // Sharp hack through offset (0.0=disable) //////////////////////////////////////////////////////////////////////////// // // STATIC VALUES FOR PERFORMANCE SETTINGS // The following are not Runtime configurable parameters // But they are here because they are meant to push performance as well. // They were previously defined in config-static.inc file. // //////////////////////////////////////////////////////////////////////////// //Renders only changed parts of screen, set to 1.0 to lower power consumption / mitigate throttling: #define DELTA_RENDER 0.0 // #define DELTA_RENDER_FORCE_REFRESH 4.0 // Delta render force refresh interval // #define DELTA_RENDER_CHECK_AREA 1.0 // Delta render area size // Use higher quality deconvergence flattering rgb scanlines when deconvergence is high // and by syncing them to the deconvergence settings // To enable high quality deconvergence, remove leading "//" // #define HQ_DECON // Allow texture wrapping as a shader parameter, set to 0.0 to gain some performance. // But in that case the wrap mode has to be defined in the preset file. #define ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER 1.0 //Halve rendering refresh on bezel and ambilight set to 1.0 to spare gpu cycles: #define HALVE_BORDER_UPDATE 0.0 //Skip random() function used for noise/debanding/bezel roughness, //set to 1.0 to spare gpu cycles: #define SKIP_RANDOM 0.0 //Set this to 1.0 is the only way to statically disable Warped Glow (X) and //spare a lookup in the final pass; //When the screen is rotated, skipping SKIP_WARPEDGLOW_X means skipping SKIP_WARPEDGLOW_Y #define SKIP_WARPEDGLOW_X 0.0 //Set this to 1.0 is the only way to statically disable Warped Glow (X) and //spare a lookup in the final pass. //When the screen is rotated, skipping SKIP_WARPEDGLOW_Y means skipping SKIP_WARPEDGLOW_X #define SKIP_WARPEDGLOW_Y 0.0 // Developer reminder: bash script to partially convert a shader preset // edit: obsolete and incomplete since it does not recur references. // for l in $(cat /koko/.config/retroarch/shaders/test.slangp |grep ^[A-Z] ) ; do p=$(echo $l|cut -d " " -f 1) ; v=$(echo $l | cut -d \" -f 2); echo \// #define $p $v; done //DONT DELETE THIS LINE