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Fix texture path for PSP preset (hiresgames fast)
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kokoko3k committed Feb 25, 2025
1 parent c65e454 commit 0f61312
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Showing 2 changed files with 14 additions and 2 deletions.
2 changes: 1 addition & 1 deletion Presets_HiresGames_Fast/Presets_Handhelds-ng/PSP.slangp
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#reference "../koko-aio-ng.slangp"

bg_under = "../textures/overlays/psp-e1000.jpg"
bg_under = "../../textures/overlays/psp-e1000.jpg"

DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.300001"
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14 changes: 13 additions & 1 deletion shaders-ng/final_pass.slang
Original file line number Diff line number Diff line change
Expand Up @@ -653,7 +653,6 @@ vec4 fn_pixel_grid(vec2 in_coords, vec4 pixel_in, float min_inLum, float max_inL
//Scanlines and fake slotmask =========================================================================
vec3 rgb_h = vec3(1.0);
vec3 dedot_mix = vec3(0.0);

//Pixelgrid: do horizontal if enabled, but skip it if user doesn't want it on interlaced content.
//if (DO_PIXELGRID_H > 0.0 && !(PIXELGRID_INTR_DISABLE_Y==1.0 && vIsInterlaced==1.0)) { //103.1
if (vDo_pixelgrid_h > 0.5) {
Expand Down Expand Up @@ -788,6 +787,19 @@ vec4 fn_pixel_grid(vec2 in_coords, vec4 pixel_in, float min_inLum, float max_inL
vec3 lum_adapted = (1-lum*PIXELGRID_Y_MASK_ON_WHITE);
//Calc final mask visibility as the minimum between tha configured visibility and luminosity effect
vec3 V=min( lum_adapted, vec3(PIXELGRID_Y_MASK) );

//SlotMask de-Hive take 1: draws slotmask only on edges on dark parts. 109.45
//vec3 V_EVERYWHERE = V;
//vec3 V_JUST_EDGES = V * (1-rgb_h);
//V = mix(V_EVERYWHERE, V_JUST_EDGES, pixel_in.rgb*max_inLum);

//SlotMask de-Hive Take 2: simply modulates slotmask visibility on dark colors. 109.5
//V=V* pow(pixel_in.rgb,vec3(SERVICE1));

//SlotMask de-Hive Take 3, takes care of phosphor height and scanlines visibility. 109.2
//vec3 slot_dehived = V*pow(phosphor_height,vec3(SERVICE1));
//V = mix(V, slot_dehived, vec3(DO_PIXELGRID_H));

//apply user visibility modifier to the mask
darklines_mask = 1-(mask_shape*V);
//Try to get a more brillant/sparkling look by highering the darklines
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