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https://github.com/holub/mame
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Change vector and gameboy preset (nw)
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@ -2,9 +2,9 @@ HLSL-Related Enable Switches
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----------------------------
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----------------------------
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Name Values Description
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Name Values Description
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hlsl_enable 0/1 Enables HLSL post-processing in Direct3D 9 modes.
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hlsl_enable 0 or 1 Enables HLSL post-processing in Direct3D 9 modes.
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hlsl_oversampling 0/1 Enables HLSL oversampling.
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hlsl_oversampling 0 or 1 Enables HLSL oversampling.
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yiq_enable 0/1 Enables YIQ-colorspace post-processing. Causes a
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yiq_enable 0 or 1 Enables YIQ-colorspace post-processing. Causes a
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performance drop but gives a much more authentic
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performance drop but gives a much more authentic
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NTSC TV appearance on TV-based systems when configured
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NTSC TV appearance on TV-based systems when configured
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properly.
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properly.
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@ -104,7 +104,7 @@ Bloom Post-Processing Options
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-----------------------------
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-----------------------------
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Name Default Values Description
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Name Default Values Description
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bloom_blend_mode 0 or 1 0 for brighten blend mode or 1 for darken blend mode.
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bloom_blend_mode 0 or 1 0 for brighten blend mode or 1 for darken blend mode.
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bloom_scale 0.0 Bloom intensity factor. (0.000-4.000)
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bloom_scale 0.0 Bloom intensity factor. (0.000-2.000)
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bloom_overdrive 0.0,0.0,0.0 Bloom overdrive factor to bright full saturated colors. (0.000-2.000)
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bloom_overdrive 0.0,0.0,0.0 Bloom overdrive factor to bright full saturated colors. (0.000-2.000)
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bloom_lvl0_weight 1.00 Bloom level 0 (full-size target) weight. (0.00-1.00)
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bloom_lvl0_weight 1.00 Bloom level 0 (full-size target) weight. (0.00-1.00)
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bloom_lvl1_weight 0.64 Bloom level 1 (1/2-size target) weight. (0.00-1.00)
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bloom_lvl1_weight 0.64 Bloom level 1 (1/2-size target) weight. (0.00-1.00)
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@ -2,7 +2,7 @@
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# DIRECT3D POST-PROCESSING OPTIONS
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# DIRECT3D POST-PROCESSING OPTIONS
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#
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#
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shadow_mask_tile_mode 1
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shadow_mask_tile_mode 1
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shadow_mask_alpha 0.25
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shadow_mask_alpha 0.5
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shadow_mask_texture monochrome-matrix.png
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shadow_mask_texture monochrome-matrix.png
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shadow_mask_x_count 2
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shadow_mask_x_count 2
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shadow_mask_y_count 2
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shadow_mask_y_count 2
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@ -16,20 +16,20 @@ smooth_border 0.0
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reflection 0.0
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reflection 0.0
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vignetting 0.0
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vignetting 0.0
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scanline_alpha 0.0
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scanline_alpha 0.0
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defocus 0.0,0.0
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defocus 0.5,0.5
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converge_x 0.0,0.0,0.0
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converge_x 0.0,0.0,0.0
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converge_y 0.0,0.0,0.0
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converge_y 0.0,0.0,0.0
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radial_converge_x 0.0,0.0,0.0
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radial_converge_x 0.0,0.0,0.0
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radial_converge_y 0.0,0.0,0.0
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radial_converge_y 0.0,0.0,0.0
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red_ratio 1.0,0.0,0.0
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red_ratio 1.0,0.0,0.0
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grn_ratio 0.0,1.0,0.0
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grn_ratio 0.1,1.0,0.0
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blu_ratio 0.0,0.0,1.0
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blu_ratio 0.0,0.05,1.0
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saturation 1.0
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saturation 2.0
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offset 0.0,0.0,0.0
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offset -0.10,0.0,-0.05
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scale 1.0,1.0,1.0
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scale 0.9,0.8,1.0
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power 1.0,1.0,1.0
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power 1.4,1.2,2.0
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floor 0.0,0.0,0.0
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floor 0.0,0.0,0.0
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phosphor_life 0.5,0.5,0.5
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phosphor_life 0.65,0.65,0.65
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#
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#
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# NTSC POST-PROCESSING OPTIONS
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# NTSC POST-PROCESSING OPTIONS
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@ -40,7 +40,7 @@ yiq_enable 0
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# BLOOM POST-PROCESSING OPTIONS
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# BLOOM POST-PROCESSING OPTIONS
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#
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#
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bloom_blend_mode 1
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bloom_blend_mode 1
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bloom_scale 1.0
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bloom_scale 0.5
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bloom_overdrive 0.0,0.0,0.0
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bloom_overdrive 0.0,0.0,0.0
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bloom_lvl0_weight 1.0
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bloom_lvl0_weight 1.0
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bloom_lvl1_weight 0.64
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bloom_lvl1_weight 0.64
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@ -2,7 +2,7 @@
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# CORE VECTOR OPTIONS
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# CORE VECTOR OPTIONS
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#
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#
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antialias 1
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antialias 1
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beam_width_min 0.50
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beam_width_min 0.75
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beam_width_max 4.00
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beam_width_max 4.00
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beam_intensity_weight 0.75
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beam_intensity_weight 0.75
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flicker 0.15
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flicker 0.15
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@ -10,6 +10,7 @@ flicker 0.15
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#
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#
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# DIRECT3D POST-PROCESSING OPTIONS
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# DIRECT3D POST-PROCESSING OPTIONS
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#
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#
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hlsl_oversampling 0
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shadow_mask_tile_mode 0
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shadow_mask_tile_mode 0
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shadow_mask_alpha 0.5
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shadow_mask_alpha 0.5
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shadow_mask_texture shadow-mask.png
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shadow_mask_texture shadow-mask.png
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@ -30,7 +31,7 @@ converge_x 0.0,0.0,0.0
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converge_y 0.0,0.0,0.0
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converge_y 0.0,0.0,0.0
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radial_converge_x 0.0,0.0,0.0
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radial_converge_x 0.0,0.0,0.0
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radial_converge_y 0.0,0.0,0.0
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radial_converge_y 0.0,0.0,0.0
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red_ratio 1.0,0.0,0.1
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red_ratio 1.0,0.0,0.0
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grn_ratio 0.0,1.0,0.0
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grn_ratio 0.0,1.0,0.0
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blu_ratio 0.0,0.0,1.0
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blu_ratio 0.0,0.0,1.0
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saturation 1.0
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saturation 1.0
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@ -56,7 +57,7 @@ vector_length_ratio 500.0
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#
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#
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bloom_blend_mode 0
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bloom_blend_mode 0
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bloom_scale 1.50
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bloom_scale 1.50
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bloom_overdrive 1.50,1.50,1.50
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bloom_overdrive 1.00,1.00,1.00
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bloom_lvl0_weight 1.00
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bloom_lvl0_weight 1.00
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bloom_lvl1_weight 0.64
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bloom_lvl1_weight 0.64
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bloom_lvl2_weight 0.32
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bloom_lvl2_weight 0.32
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@ -2381,7 +2381,7 @@ slider_desc shaders::s_sliders[] =
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{ "Floor,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_FLOOR, 0.01f, "%2.2f", {} },
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{ "Floor,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_FLOOR, 0.01f, "%2.2f", {} },
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{ "Phosphor Life,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_PHOSPHOR, 0.01f, "%2.2f", {} },
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{ "Phosphor Life,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_PHOSPHOR, 0.01f, "%2.2f", {} },
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{ "Bloom Blend Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_BLEND_MODE, 0, "%s", { "Brighten", "Darken" } },
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{ "Bloom Blend Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_BLEND_MODE, 0, "%s", { "Brighten", "Darken" } },
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{ "Bloom Scale", 0, 0, 4000, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_SCALE, 0.001f, "%1.3f", {} },
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{ "Bloom Scale", 0, 0, 2000, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_SCALE, 0.001f, "%1.3f", {} },
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{ "Bloom Overdrive,", 0, 0, 2000, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_OVERDRIVE, 0.001f, "%1.3f", {} },
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{ "Bloom Overdrive,", 0, 0, 2000, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_OVERDRIVE, 0.001f, "%1.3f", {} },
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{ "Bloom Level 0 Scale", 0, 100, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL0_SCALE, 0.01f, "%1.2f", {} },
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{ "Bloom Level 0 Scale", 0, 100, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL0_SCALE, 0.01f, "%1.2f", {} },
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{ "Bloom Level 1 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL1_SCALE, 0.01f, "%1.2f", {} },
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{ "Bloom Level 1 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL1_SCALE, 0.01f, "%1.2f", {} },
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