- fixed not used HLSL settings from <custom>.ini if MAME was started
without driver parameter
- removed default values from HLSL sliders, the defaults here are more
like null values to hint when an effect would be disable
- slightly changed default HLSL settings
This commit is contained in:
ImJezze 2015-11-18 18:01:01 +01:00
parent 05f83580c0
commit d5c6dc78e9
4 changed files with 123 additions and 116 deletions

View File

@ -347,7 +347,7 @@ float2 GetAdjustedCoords(float2 coord, float2 centerOffset, float distortionAmou
// apply ratio difference between screen and quad // apply ratio difference between screen and quad
coord /= RatioCorrection; coord /= RatioCorrection;
// applay screen scale // apply screen scale
coord /= ScreenScale; coord /= ScreenScale;
// distort coordinates // distort coordinates

View File

@ -79,7 +79,6 @@ shaders::shaders():
snap_width(0), snap_height(0), lines_pending(false), backbuffer(NULL), curr_effect(NULL), default_effect(NULL), prescale_effect(NULL), post_effect(NULL), distortion_effect(NULL), snap_width(0), snap_height(0), lines_pending(false), backbuffer(NULL), curr_effect(NULL), default_effect(NULL), prescale_effect(NULL), post_effect(NULL), distortion_effect(NULL),
focus_effect(NULL), phosphor_effect(NULL), deconverge_effect(NULL), color_effect(NULL), yiq_encode_effect(NULL), yiq_decode_effect(NULL), bloom_effect(NULL), focus_effect(NULL), phosphor_effect(NULL), deconverge_effect(NULL), color_effect(NULL), yiq_encode_effect(NULL), yiq_decode_effect(NULL), bloom_effect(NULL),
downsample_effect(NULL), vector_effect(NULL), fsfx_vertices(NULL), curr_texture(NULL), curr_render_target(NULL), curr_poly(NULL) downsample_effect(NULL), vector_effect(NULL), fsfx_vertices(NULL), curr_texture(NULL), curr_render_target(NULL), curr_poly(NULL)
{ {
master_enable = false; master_enable = false;
vector_enable = true; vector_enable = true;
@ -101,9 +100,11 @@ shaders::shaders():
//============================================================ //============================================================
shaders::~shaders() shaders::~shaders()
{
if (options != NULL)
{ {
last_options = *options; last_options = *options;
}
options = NULL; options = NULL;
cache_target *currcache = cachehead; cache_target *currcache = cachehead;
@ -653,6 +654,11 @@ void shaders::set_texture(texture_info *texture)
void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *renderer) void shaders::init(base *d3dintf, running_machine *machine, d3d::renderer *renderer)
{ {
if (&machine->system() == &GAME_NAME(___empty))
{
return;
}
if (!d3dintf->post_fx_available) if (!d3dintf->post_fx_available)
{ {
return; return;
@ -2696,17 +2702,17 @@ static INT32 slider_bloom_lvl10_scale(running_machine &machine, void *arg, std::
return slider_set(&(((hlsl_options*)arg)->bloom_level10_weight), 0.01f, "%1.2f", str, newval); return slider_set(&(((hlsl_options*)arg)->bloom_level10_weight), 0.01f, "%1.2f", str, newval);
} }
hlsl_options shaders::last_options; hlsl_options shaders::last_options = { false };
shaders::slider_desc shaders::s_sliders[] = shaders::slider_desc shaders::s_sliders[] =
{ {
{ "Vector Length Attenuation", 0, 80, 100, 1, 2, slider_vector_attenuation }, { "Vector Length Attenuation", 0, 50, 100, 1, 2, slider_vector_attenuation },
{ "Vector Attenuation Length Limit", 1, 500, 1000, 1, 2, slider_vector_length_max }, { "Vector Attenuation Length Limit", 1, 500, 1000, 1, 2, slider_vector_length_max },
{ "Shadow Mask Darkness", 0, 0, 100, 1, 7, slider_shadow_mask_alpha }, { "Shadow Mask Darkness", 0, 0, 100, 1, 7, slider_shadow_mask_alpha },
{ "Shadow Mask X Count", 1, 6, 1024, 1, 7, slider_shadow_mask_x_count }, { "Shadow Mask X Count", 1, 1, 1024, 1, 7, slider_shadow_mask_x_count },
{ "Shadow Mask Y Count", 1, 6, 1024, 1, 7, slider_shadow_mask_y_count }, { "Shadow Mask Y Count", 1, 1, 1024, 1, 7, slider_shadow_mask_y_count },
{ "Shadow Mask Pixel Count X", 1, 6, 64, 1, 7, slider_shadow_mask_usize }, { "Shadow Mask Pixel Count X", 1, 1, 64, 1, 7, slider_shadow_mask_usize },
{ "Shadow Mask Pixel Count Y", 1, 6, 64, 1, 7, slider_shadow_mask_vsize }, { "Shadow Mask Pixel Count Y", 1, 1, 64, 1, 7, slider_shadow_mask_vsize },
{ "Shadow Mask Offset X", -100, 0, 100, 1, 7, slider_shadow_mask_uoffset }, { "Shadow Mask Offset X", -100, 0, 100, 1, 7, slider_shadow_mask_uoffset },
{ "Shadow Mask Offset Y", -100, 0, 100, 1, 7, slider_shadow_mask_voffset }, { "Shadow Mask Offset Y", -100, 0, 100, 1, 7, slider_shadow_mask_voffset },
{ "Screen Curvature", 0, 0, 100, 1, 7, slider_curvature }, { "Screen Curvature", 0, 0, 100, 1, 7, slider_curvature },
@ -2714,7 +2720,7 @@ shaders::slider_desc shaders::s_sliders[] =
{ "Screen Smooth Border", 0, 0, 100, 1, 7, slider_smooth_border }, { "Screen Smooth Border", 0, 0, 100, 1, 7, slider_smooth_border },
{ "Screen Reflection", 0, 0, 100, 1, 7, slider_reflection }, { "Screen Reflection", 0, 0, 100, 1, 7, slider_reflection },
{ "Image Vignetting", 0, 0, 100, 1, 7, slider_vignetting }, { "Image Vignetting", 0, 0, 100, 1, 7, slider_vignetting },
{ "Scanline Darkness", 0, 100, 100, 1, 1, slider_scanline_alpha }, { "Scanline Darkness", 0, 0, 100, 1, 1, slider_scanline_alpha },
{ "Scanline Screen Height", 1, 20, 80, 1, 1, slider_scanline_scale }, { "Scanline Screen Height", 1, 20, 80, 1, 1, slider_scanline_scale },
{ "Scanline Indiv. Height", 1, 20, 80, 1, 1, slider_scanline_height }, { "Scanline Indiv. Height", 1, 20, 80, 1, 1, slider_scanline_height },
{ "Scanline Brightness", 0, 20, 40, 1, 1, slider_scanline_bright_scale }, { "Scanline Brightness", 0, 20, 40, 1, 1, slider_scanline_bright_scale },
@ -2722,12 +2728,12 @@ shaders::slider_desc shaders::s_sliders[] =
{ "Scanline Jitter", 0, 0, 40, 1, 1, slider_scanline_offset }, { "Scanline Jitter", 0, 0, 40, 1, 1, slider_scanline_offset },
{ "Defocus X", 0, 0, 64, 1, 3, slider_defocus_x }, { "Defocus X", 0, 0, 64, 1, 3, slider_defocus_x },
{ "Defocus Y", 0, 0, 64, 1, 3, slider_defocus_y }, { "Defocus Y", 0, 0, 64, 1, 3, slider_defocus_y },
{ "Red Position Offset X", -1500, 3, 1500, 1, 3, slider_red_converge_x }, { "Red Position Offset X", -1500, 0, 1500, 1, 3, slider_red_converge_x },
{ "Red Position Offset Y", -1500, 0, 1500, 1, 3, slider_red_converge_y }, { "Red Position Offset Y", -1500, 0, 1500, 1, 3, slider_red_converge_y },
{ "Green Position Offset X", -1500, 0, 1500, 1, 3, slider_green_converge_x }, { "Green Position Offset X", -1500, 0, 1500, 1, 3, slider_green_converge_x },
{ "Green Position Offset Y", -1500, 3, 1500, 1, 3, slider_green_converge_y }, { "Green Position Offset Y", -1500, 0, 1500, 1, 3, slider_green_converge_y },
{ "Blue Position Offset X", -1500, 3, 1500, 1, 3, slider_blue_converge_x }, { "Blue Position Offset X", -1500, 0, 1500, 1, 3, slider_blue_converge_x },
{ "Blue Position Offset Y", -1500, 3, 1500, 1, 3, slider_blue_converge_y }, { "Blue Position Offset Y", -1500, 0, 1500, 1, 3, slider_blue_converge_y },
{ "Red Convergence X", -1500, 0, 1500, 1, 3, slider_red_radial_converge_x }, { "Red Convergence X", -1500, 0, 1500, 1, 3, slider_red_radial_converge_x },
{ "Red Convergence Y", -1500, 0, 1500, 1, 3, slider_red_radial_converge_y }, { "Red Convergence Y", -1500, 0, 1500, 1, 3, slider_red_radial_converge_y },
{ "Green Convergence X", -1500, 0, 1500, 1, 3, slider_green_radial_converge_x }, { "Green Convergence X", -1500, 0, 1500, 1, 3, slider_green_radial_converge_x },
@ -2743,37 +2749,37 @@ shaders::slider_desc shaders::s_sliders[] =
{ "Blue Output from Red Input", -400, 0, 400, 5, 7, slider_blue_from_r }, { "Blue Output from Red Input", -400, 0, 400, 5, 7, slider_blue_from_r },
{ "Blue Output from Green Input", -400, 0, 400, 5, 7, slider_blue_from_g }, { "Blue Output from Green Input", -400, 0, 400, 5, 7, slider_blue_from_g },
{ "Blue Output from Blue Input", -400, 0, 400, 5, 7, slider_blue_from_b }, { "Blue Output from Blue Input", -400, 0, 400, 5, 7, slider_blue_from_b },
{ "Saturation", 0, 140, 400, 1, 7, slider_saturation }, { "Saturation", 0, 100, 400, 1, 7, slider_saturation },
{ "Red DC Offset", -100, 0, 100, 1, 7, slider_red_offset }, { "Red DC Offset", -100, 0, 100, 1, 7, slider_red_offset },
{ "Green DC Offset", -100, 0, 100, 1, 7, slider_green_offset }, { "Green DC Offset", -100, 0, 100, 1, 7, slider_green_offset },
{ "Blue DC Offset", -100, 0, 100, 1, 7, slider_blue_offset }, { "Blue DC Offset", -100, 0, 100, 1, 7, slider_blue_offset },
{ "Red Scale", -200, 95, 200, 1, 7, slider_red_scale }, { "Red Scale", -200, 100, 200, 1, 7, slider_red_scale },
{ "Green Scale", -200, 95, 200, 1, 7, slider_green_scale }, { "Green Scale", -200, 100, 200, 1, 7, slider_green_scale },
{ "Blue Scale", -200, 95, 200, 1, 7, slider_blue_scale }, { "Blue Scale", -200, 100, 200, 1, 7, slider_blue_scale },
{ "Red Gamma", -80, 16, 80, 1, 7, slider_red_power }, { "Red Gamma", -80, 0, 80, 1, 7, slider_red_power },
{ "Green Gamma", -80, 16, 80, 1, 7, slider_green_power }, { "Green Gamma", -80, 0, 80, 1, 7, slider_green_power },
{ "Blue Gamma", -80, 16, 80, 1, 7, slider_blue_power }, { "Blue Gamma", -80, 0, 80, 1, 7, slider_blue_power },
{ "Red Floor", 0, 5, 100, 1, 7, slider_red_floor }, { "Red Floor", 0, 0, 100, 1, 7, slider_red_floor },
{ "Green Floor", 0, 5, 100, 1, 7, slider_green_floor }, { "Green Floor", 0, 0, 100, 1, 7, slider_green_floor },
{ "Blue Floor", 0, 5, 100, 1, 7, slider_blue_floor }, { "Blue Floor", 0, 0, 100, 1, 7, slider_blue_floor },
{ "Red Phosphor Life", 0, 40, 100, 1, 7, slider_red_phosphor_life }, { "Red Phosphor Life", 0, 0, 100, 1, 7, slider_red_phosphor_life },
{ "Green Phosphor Life", 0, 40, 100, 1, 7, slider_green_phosphor_life }, { "Green Phosphor Life", 0, 0, 100, 1, 7, slider_green_phosphor_life },
{ "Blue Phosphor Life", 0, 40, 100, 1, 7, slider_blue_phosphor_life }, { "Blue Phosphor Life", 0, 0, 100, 1, 7, slider_blue_phosphor_life },
{ "Bloom Scale", 0, 250, 2000, 5, 7, slider_bloom_scale }, { "Bloom Scale", 0, 0, 2000, 5, 7, slider_bloom_scale },
{ "Bloom Red Overdrive", 0, 250, 2000, 5, 7, slider_bloom_red_overdrive }, { "Bloom Red Overdrive", 0, 0, 2000, 5, 7, slider_bloom_red_overdrive },
{ "Bloom Green Overdrive", 0, 250, 2000, 5, 7, slider_bloom_green_overdrive }, { "Bloom Green Overdrive", 0, 0, 2000, 5, 7, slider_bloom_green_overdrive },
{ "Bloom Blue Overdrive", 0, 250, 2000, 5, 7, slider_bloom_blue_overdrive }, { "Bloom Blue Overdrive", 0, 0, 2000, 5, 7, slider_bloom_blue_overdrive },
{ "Bloom Level 0 Scale", 0, 100, 100, 1, 7, slider_bloom_lvl0_scale }, { "Bloom Level 0 Scale", 0, 100, 100, 1, 7, slider_bloom_lvl0_scale },
{ "Bloom Level 1 Scale", 0, 21, 100, 1, 7, slider_bloom_lvl1_scale }, { "Bloom Level 1 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl1_scale },
{ "Bloom Level 2 Scale", 0, 19, 100, 1, 7, slider_bloom_lvl2_scale }, { "Bloom Level 2 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl2_scale },
{ "Bloom Level 3 Scale", 0, 17, 100, 1, 7, slider_bloom_lvl3_scale }, { "Bloom Level 3 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl3_scale },
{ "Bloom Level 4 Scale", 0, 15, 100, 1, 7, slider_bloom_lvl4_scale }, { "Bloom Level 4 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl4_scale },
{ "Bloom Level 5 Scale", 0, 14, 100, 1, 7, slider_bloom_lvl5_scale }, { "Bloom Level 5 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl5_scale },
{ "Bloom Level 6 Scale", 0, 13, 100, 1, 7, slider_bloom_lvl6_scale }, { "Bloom Level 6 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl6_scale },
{ "Bloom Level 7 Scale", 0, 12, 100, 1, 7, slider_bloom_lvl7_scale }, { "Bloom Level 7 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl7_scale },
{ "Bloom Level 8 Scale", 0, 11, 100, 1, 7, slider_bloom_lvl8_scale }, { "Bloom Level 8 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl8_scale },
{ "Bloom Level 9 Scale", 0, 10, 100, 1, 7, slider_bloom_lvl9_scale }, { "Bloom Level 9 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl9_scale },
{ "Bloom Level 10 Scale", 0, 9, 100, 1, 7, slider_bloom_lvl10_scale }, { "Bloom Level 10 Scale", 0, 0, 100, 1, 7, slider_bloom_lvl10_scale },
{ NULL, 0, 0, 0, 0, 0, NULL }, { NULL, 0, 0, 0, 0, 0, NULL },
}; };

View File

@ -804,6 +804,7 @@ int renderer::device_create(HWND device_hwnd)
if (m_shaders_options == NULL) if (m_shaders_options == NULL)
{ {
m_shaders_options = (hlsl_options*)global_alloc_clear(hlsl_options); m_shaders_options = (hlsl_options*)global_alloc_clear(hlsl_options);
m_shaders_options->params_init = false;
} }
// verify the caps // verify the caps

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@ -289,11 +289,11 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_HLSL_SNAP_WIDTH, "2048", OPTION_STRING, "HLSL upscaled-snapshot width" }, { WINOPTION_HLSL_SNAP_WIDTH, "2048", OPTION_STRING, "HLSL upscaled-snapshot width" },
{ WINOPTION_HLSL_SNAP_HEIGHT, "1536", OPTION_STRING, "HLSL upscaled-snapshot height" }, { WINOPTION_HLSL_SNAP_HEIGHT, "1536", OPTION_STRING, "HLSL upscaled-snapshot height" },
{ WINOPTION_SHADOW_MASK_ALPHA";fs_shadwa(0.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask alpha-blend value (1.0 is fully blended, 0.0 is no mask)" }, { WINOPTION_SHADOW_MASK_ALPHA";fs_shadwa(0.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask alpha-blend value (1.0 is fully blended, 0.0 is no mask)" },
{ WINOPTION_SHADOW_MASK_TEXTURE";fs_shadwt(0.0-1.0)", "aperture.png", OPTION_STRING, "shadow mask texture name" }, { WINOPTION_SHADOW_MASK_TEXTURE";fs_shadwt(0.0-1.0)", "shadow-mask.png", OPTION_STRING, "shadow mask texture name" },
{ WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "6", OPTION_INTEGER, "shadow mask tile width, in screen dimensions" }, { WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "6", OPTION_INTEGER, "shadow mask tile width, in screen dimensions" },
{ WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "6", OPTION_INTEGER, "shadow mask tile height, in screen dimensions" }, { WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "4", OPTION_INTEGER, "shadow mask tile height, in screen dimensions" },
{ WINOPTION_SHADOW_MASK_USIZE";fs_shadwu(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture width, in U/V dimensions" }, { WINOPTION_SHADOW_MASK_USIZE";fs_shadwu(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture width, in U/V dimensions" },
{ WINOPTION_SHADOW_MASK_VSIZE";fs_shadwv(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture height, in U/V dimensions" }, { WINOPTION_SHADOW_MASK_VSIZE";fs_shadwv(0.0-1.0)", "0.25", OPTION_FLOAT, "shadow mask texture height, in U/V dimensions" },
{ WINOPTION_SHADOW_MASK_UOFFSET";fs_shadwou(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset, in U direction" }, { WINOPTION_SHADOW_MASK_UOFFSET";fs_shadwou(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset, in U direction" },
{ WINOPTION_SHADOW_MASK_VOFFSET";fs_shadwov(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset, in V direction" }, { WINOPTION_SHADOW_MASK_VOFFSET";fs_shadwov(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset, in V direction" },
{ WINOPTION_CURVATURE";fs_curv(0.0-1.0)", "0.0", OPTION_FLOAT, "screen curvature amount" }, { WINOPTION_CURVATURE";fs_curv(0.0-1.0)", "0.0", OPTION_FLOAT, "screen curvature amount" },
@ -308,9 +308,9 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_SCANLINE_BRIGHT_SCALE";fs_scanbs(0.0-2.0)", "1.0", OPTION_FLOAT, "overall brightness scaling value for scanlines (multiplicative)" }, { WINOPTION_SCANLINE_BRIGHT_SCALE";fs_scanbs(0.0-2.0)", "1.0", OPTION_FLOAT, "overall brightness scaling value for scanlines (multiplicative)" },
{ WINOPTION_SCANLINE_BRIGHT_OFFSET";fs_scanbo(0.0-1.0)", "0.0", OPTION_FLOAT, "overall brightness offset value for scanlines (additive)" }, { WINOPTION_SCANLINE_BRIGHT_OFFSET";fs_scanbo(0.0-1.0)", "0.0", OPTION_FLOAT, "overall brightness offset value for scanlines (additive)" },
{ WINOPTION_SCANLINE_OFFSET";fs_scanjt(0.0-4.0)", "0.0", OPTION_FLOAT, "overall interlace jitter scaling value for scanlines" }, { WINOPTION_SCANLINE_OFFSET";fs_scanjt(0.0-4.0)", "0.0", OPTION_FLOAT, "overall interlace jitter scaling value for scanlines" },
{ WINOPTION_DEFOCUS";fs_focus", "0.0,0.0", OPTION_STRING, "overall defocus value in screen-relative coords" }, { WINOPTION_DEFOCUS";fs_focus", "1.0,0.0", OPTION_STRING, "overall defocus value in screen-relative coords" },
{ WINOPTION_CONVERGE_X";fs_convx", "0.3,0.0,-0.3",OPTION_STRING, "convergence in screen-relative X direction" }, { WINOPTION_CONVERGE_X";fs_convx", "0.25,0.00,-0.25", OPTION_STRING, "convergence in screen-relative X direction" },
{ WINOPTION_CONVERGE_Y";fs_convy", "0.0,0.3,-0.3",OPTION_STRING, "convergence in screen-relative Y direction" }, { WINOPTION_CONVERGE_Y";fs_convy", "0.0,0.25,-0.25", OPTION_STRING, "convergence in screen-relative Y direction" },
{ WINOPTION_RADIAL_CONVERGE_X";fs_rconvx", "0.0,0.0,0.0", OPTION_STRING, "radial convergence in screen-relative X direction" }, { WINOPTION_RADIAL_CONVERGE_X";fs_rconvx", "0.0,0.0,0.0", OPTION_STRING, "radial convergence in screen-relative X direction" },
{ WINOPTION_RADIAL_CONVERGE_Y";fs_rconvy", "0.0,0.0,0.0", OPTION_STRING, "radial convergence in screen-relative Y direction" }, { WINOPTION_RADIAL_CONVERGE_Y";fs_rconvy", "0.0,0.0,0.0", OPTION_STRING, "radial convergence in screen-relative Y direction" },
/* RGB colorspace convolution below this line */ /* RGB colorspace convolution below this line */
@ -341,23 +341,23 @@ const options_entry windows_options::s_option_entries[] =
{ WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" }, { WINOPTION_YIQ_PHASE_COUNT";yiqp", "2", OPTION_INTEGER, "Phase Count value for NTSC signal processing" },
/* Vector simulation below this line */ /* Vector simulation below this line */
{ NULL, NULL, OPTION_HEADER, "VECTOR POST-PROCESSING OPTIONS" }, { NULL, NULL, OPTION_HEADER, "VECTOR POST-PROCESSING OPTIONS" },
{ WINOPTION_VECTOR_LENGTH_SCALE";veclength", "0.8", OPTION_FLOAT, "How much length affects vector fade" }, { WINOPTION_VECTOR_LENGTH_SCALE";veclength", "0.5", OPTION_FLOAT, "How much length affects vector fade" },
{ WINOPTION_VECTOR_LENGTH_RATIO";vecsize", "500.0", OPTION_FLOAT, "Vector fade length (4.0 - vectors fade the most at and above 4 pixels, etc.)" }, { WINOPTION_VECTOR_LENGTH_RATIO";vecsize", "500.0", OPTION_FLOAT, "Vector fade length (4.0 - vectors fade the most at and above 4 pixels, etc.)" },
/* Bloom below this line */ /* Bloom below this line */
{ NULL, NULL, OPTION_HEADER, "BLOOM POST-PROCESSING OPTIONS" }, { NULL, NULL, OPTION_HEADER, "BLOOM POST-PROCESSING OPTIONS" },
{ WINOPTION_BLOOM_SCALE, "0.25", OPTION_FLOAT, "Intensity factor for bloom" }, { WINOPTION_BLOOM_SCALE, "0.25", OPTION_FLOAT, "Intensity factor for bloom" },
{ WINOPTION_BLOOM_OVERDRIVE, "0.0,0.0,0.0",OPTION_STRING, "Overdrive factor for bloom" }, { WINOPTION_BLOOM_OVERDRIVE, "1.0,1.0,1.0", OPTION_STRING, "Overdrive factor for bloom" },
{ WINOPTION_BLOOM_LEVEL0_WEIGHT, "1.0", OPTION_FLOAT, "Bloom level 0 (full-size target) weight" }, { WINOPTION_BLOOM_LEVEL0_WEIGHT, "1.0", OPTION_FLOAT, "Bloom level 0 (full-size target) weight" },
{ WINOPTION_BLOOM_LEVEL1_WEIGHT, "0.21", OPTION_FLOAT, "Bloom level 1 (half-size target) weight" }, { WINOPTION_BLOOM_LEVEL1_WEIGHT, "0.64", OPTION_FLOAT, "Bloom level 1 (half-size target) weight" },
{ WINOPTION_BLOOM_LEVEL2_WEIGHT, "0.19", OPTION_FLOAT, "Bloom level 2 (quarter-size target) weight" }, { WINOPTION_BLOOM_LEVEL2_WEIGHT, "0.32", OPTION_FLOAT, "Bloom level 2 (quarter-size target) weight" },
{ WINOPTION_BLOOM_LEVEL3_WEIGHT, "0.17", OPTION_FLOAT, "Bloom level 3 (.) weight" }, { WINOPTION_BLOOM_LEVEL3_WEIGHT, "0.16", OPTION_FLOAT, "Bloom level 3 (.) weight" },
{ WINOPTION_BLOOM_LEVEL4_WEIGHT, "0.15", OPTION_FLOAT, "Bloom level 4 (.) weight" }, { WINOPTION_BLOOM_LEVEL4_WEIGHT, "0.08", OPTION_FLOAT, "Bloom level 4 (.) weight" },
{ WINOPTION_BLOOM_LEVEL5_WEIGHT, "0.14", OPTION_FLOAT, "Bloom level 5 (.) weight" }, { WINOPTION_BLOOM_LEVEL5_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 5 (.) weight" },
{ WINOPTION_BLOOM_LEVEL6_WEIGHT, "0.13", OPTION_FLOAT, "Bloom level 6 (.) weight" }, { WINOPTION_BLOOM_LEVEL6_WEIGHT, "0.04", OPTION_FLOAT, "Bloom level 6 (.) weight" },
{ WINOPTION_BLOOM_LEVEL7_WEIGHT, "0.12", OPTION_FLOAT, "Bloom level 7 (.) weight" }, { WINOPTION_BLOOM_LEVEL7_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 7 (.) weight" },
{ WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.11", OPTION_FLOAT, "Bloom level 8 (.) weight" }, { WINOPTION_BLOOM_LEVEL8_WEIGHT, "0.02", OPTION_FLOAT, "Bloom level 8 (.) weight" },
{ WINOPTION_BLOOM_LEVEL9_WEIGHT, "0.10", OPTION_FLOAT, "Bloom level 9 (.) weight" }, { WINOPTION_BLOOM_LEVEL9_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 9 (.) weight" },
{ WINOPTION_BLOOM_LEVEL10_WEIGHT, "0.09", OPTION_FLOAT, "Bloom level 10 (1x1 target) weight" }, { WINOPTION_BLOOM_LEVEL10_WEIGHT, "0.01", OPTION_FLOAT, "Bloom level 10 (1x1 target) weight" },
// full screen options // full screen options
{ NULL, NULL, OPTION_HEADER, "FULL SCREEN OPTIONS" }, { NULL, NULL, OPTION_HEADER, "FULL SCREEN OPTIONS" },