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Re: Migrating old hlsl setup from v0.151 to v0.202
11/02/18 02:56 PM
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Thanks for your reply, uman. I was starting to feel cold and lonely out here :-)
I tried some more last night and ended up basically giving up and concluding that there was no way to reproduce my HLSL setup on BGFX. I settled for adding more curvature, corner rounding and border smoothing to the crt-geom-deluxe shader which is pretty good in itself. What I could not do was to add vignetting to it. That parameter is not called out in the json file for that shader and just copying the vignette line from another shader to it doesn't make it work.
Is there a solution for that, at least?
For what it's worth, below is the HLSL ini code I was using for raster games. I got it from the HyperSpin forums and made a few tweaks.
Code:
# # DIRECT3D POST-PROCESSING OPTIONS # hlslpath hlsl hlsl_enable 1 hlsl_oversampling 0 hlsl_write hlsl_snap_width 2048 hlsl_snap_height 1536 shadow_mask_tile_mode 0 shadow_mask_alpha 0.45 shadow_mask_texture slot-mask.png shadow_mask_x_count -3 shadow_mask_y_count -2 shadow_mask_usize 1.000000 shadow_mask_vsize 0.250000 shadow_mask_uoffset 0.0 shadow_mask_voffset 0.0 distortion 0.2 round_corner 0.20 # This effect is nice but tends to hide part of top/bottom of screen (0.05 is a compromise) smooth_border 0.05 reflection 0.0 vignetting 0.20 scanline_alpha 0.5 scanline_size 1.0 scanline_height 1.0 scanline_variation 0.2 scanline_bright_scale 1.8 scanline_bright_offset 0.1 scanline_jitter 0.02 # Controls the line that sweeps the screen bottom to top in old monitors out of tune # A value of 0.04 shows a noticeable realistic line hum_bar_alpha 0.0 defocus 0.5,0.5 converge_x 0.0,0.0,0.0 converge_y 0.0,0.0,0.0 radial_converge_x 1.5,-1.5,-1.0 radial_converge_y 0.0,0.0,1.0 red_ratio 1.0,0.0,0.0 grn_ratio 0.0,1.0,0.0 blu_ratio 0.0,0.0,1.0 saturation 1.15 offset 0.0,0.0,0.0 scale 1.0,1.0,1.0 power 1.5,1.5,1.5 floor 0.0,0.0,0.0 phosphor_life 0.34,0.34,0.34 # # NTSC POST-PROCESSING OPTIONS # yiq_enable 0 yiq_jitter 0.0 yiq_cc 3.57954545 yiq_a 0.5 yiq_b 0.5 yiq_o 0.0 yiq_p 1.0 yiq_n 1.0 yiq_y 6.0 yiq_i 1.2 yiq_q 0.6 yiq_scan_time 52.6 yiq_phase_count 2 # # VECTOR POST-PROCESSING OPTIONS # vector_length_scale 0.5 vector_length_ratio 500.0 # # BLOOM POST-PROCESSING OPTIONS # bloom_blend_mode 0 bloom_scale 0.65 bloom_overdrive 1.0,1.0,1.0 bloom_lvl0_weight 1.0 bloom_lvl1_weight 0.40 bloom_lvl2_weight 0.05 bloom_lvl3_weight 0.06 bloom_lvl4_weight 0.20 bloom_lvl5_weight 0.30 bloom_lvl6_weight 0.20 bloom_lvl7_weight 0.02 bloom_lvl8_weight 0.01
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