//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, 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 // where: // * 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) // // Notice, there is no equal sign, nor double quotes, so, eg: // If you know that you will always use the bezel frame: // #define DO_BEZEL 1.0 // // If you know you'll never alter the contrast: // #define CONTRAST 0.0 // // If you know your curvature will never change: // #define GEOM_WARP_X // // 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 DO_CCORRECTION 1.000000 // #define IN_GLOW_POWER 1.500000 // #define LUMINANCE 0.2 // #define BRIGHTNESS 0.0 // #define CONTRAST 0.0 // #define ADAPTIVE_BLACK 0.1 // #define TEMPERATURE 7700.000000 // #define IN_GLOW_GAMMA 2.000000 // #define GAMMA_OUT 0.4 // #define COLOR_MONO_COLORIZE 0.0 // #define COLOR_MONO_HUE1 0.25 // #define COLOR_MONO_HUE2 0.3 // #define COLOR_MONO_HUE_BIAS 0.0 // #define SATURATION 1.0 // #define VIBRANCE 0.0 // #define DO_FXAA 0.0 // #define DO_RF_NOISE 0.0 // #define RF_NOISE_STRENGTH 0.05 // #define DO_DEDITHER 0.0 // #define DEDITHER_TRESHMAX 1.2 // #define DEDITHER_STRENGTH 0.8 // #define DEDITHER_STRENGTH2 0.0 // #define DO_NTSC_ARTIFACTS 0.0 // #define NTSC_MIX 0.5 // #define NTSC_FILTER_WIDTH 17.0 // #define NTSC_FILTER_SCF 5.30 // #define NTSC_FILTER_FC 2.5 // #define NTSC_PHASE_SHIFT 0.0 // #define NTSC_ARTF_TRSH 0.1 // #define NTSC_SHOW_ARTF_MASK 0.0 // #define NTSC_ARTF_NOBLUR 0.0 // #define NTSC_ARTF_NOBLEED 0.0 // #define NTSC_ARTF_ZAP 0.0 // #define DO_SAT_BLEED 0.0 // #define SAT_BLEED_PAL 0.0 // #define SAT_BLEED_STRENGTH 1.0 // #define SAT_BLEED_SIZE 5.0 // #define SAT_BLEED_FALLOFF 1.7 // #define DO_PPERSISTENCE 0.0 // #define PPERSISTENCE_START 0.9 // #define PPERSISTENCE_END 0.5 // #define DO_SHIFT_RGB 1.000000 // #define OFFSET_STRENGTH 0.300000 // #define SHIFT_R -20.000000 // #define SHIFT_G 0.000000 // #define SHIFT_B 20.000000 // #define DO_IN_GLOW 1.000000 // #define IN_GLOW_BIAS 1.0 // #define IN_GLOW_SPREAD 0.6 // #define IN_GLOW_W -0.80000 // #define IN_GLOW_H 7.000000 // #define TATE 1.0 // #define RESSWITCH_GLITCH_SIZE 0.1 // #define DO_PIXELGRID 1.000000 // #define PIXELGRID_OVERMASK 1.00000 // #define DO_PIXELGRID_W 1.0 // #define PIXELGRID_SIZE_W 1.0 // #define PIXELGRID_MUL_X 1.0 // #define PIXELGRID_H_PRST 3.000000 // #define PIXELGRID_H_COUNT 3.0 // #define PIXELGRID_R_SHIFT 0.0 // #define PIXELGRID_G_SHIFT 1.0 // #define PIXELGRID_B_SHIFT 2.0 // #define PIXELGRID_MIN_W 0.25 // #define PIXELGRID_MAX_W 0.40 // #define PIXELGRID_GAMMA_W 1.5 // #define PIXELGRID_BASAL_GRID 0.02 // #define DO_PIXELGRID_H 1.0 // #define PIXELGRID_COREY_FAKE_SCAN 0.0 // #define PIXELGRID_DOUBLESCAN 0.0 // #define PIXELGRID_MIN_H 0.300000 // #define PIXELGRID_MAX_H 0.700000 // #define PIXELGRID_INFLATION 0.5 // #define PIXELGRID_GAMMA_H 5.2 // #define PIXELGRID_NO_INTERBLEED_H 1.0 // #define PIXELGRID_H_ANTIMOIRE 0.0 // #define PIXELGRID_OFFSET_CORE 0.00000 // #define PIXELGRID_DECON_R_H 0.0 // #define PIXELGRID_DECON_G_H 0.0 // #define PIXELGRID_DECON_B_H 0.0 // #define PIXELGRID_H_DEDOT 0.0 // #define LABEL_INTERLACE 0.0 // #define MIN_LINES_INTERLACED 380.0 // #define PIXELGRID_INTR_DISABLE_Y -1.0 // #define LabelDescIntlScan1 0.0 // #define LabelDescIntlScan2 0.0 // #define PIXELGRID_INTR_FLICK_MODE 2.0 // #define PIXELGRID_INTR_FLICK_POWR 0.25 // #define PIXELGRID_Y_MASK 0.000000 // #define PIXELGRID_Y_MASK_COORDS 0.000000 // #define PIXELGRID_Y_MASK_HEIGHT 1.000000 // #define PIXELGRID_Y_MASK_OFFSET 1.0 // #define PIXELGRID_Y_MASK_SHIFT 0.150000 // #define PIXELGRID_Y_MASK_STEEP 1.000000 // #define PIXELGRID_Y_MASK_ON_WHITE 0.000000 // #define PIXELGRID_Y_SPARK 1.000000 // #define PIXELGRID_DO_SHADOWMASK 0.0 // #define PIXELGRID_SHADOWMASK_H 0.0 // #define PIXELGRID_SHADOWMASK_SHIFT 1.0 // #define DO_DOT_MATRIX 0.0 // #define DOT_M_G_STR 0.0 // #define DOT_M_G_TRESH 1.1 // #define DOT_M_G_BRT 0.0 // #define DOT_M_G_SHARP 0.0 // #define DOT_M_MBLUR_STR 0.45 // #define DOT_M_MBLUR_MODE 0.0 // #define DOT_M_SHADOW_STR 0.0 // #define DOT_M_SHADOW_OFF 0.0 // #define DOT_M_MULTIPLY 1.0 // #define DO_HALO 1.000000 // #define HALO_NO_PREGAIN 1.000000 // #define HALO_POWER 0.500000 // #define HALO_SHARPNESS 6.50000 // #define HALO_GAMMA 2.000000 // #define HALO_GAMMA_OUT 1.00000 // #define HALO_VS_SCAN 0.7 // #define DO_BLOOM 1.000000 // #define BLOOM_MIX 0.40 // #define BLOOM_SIZE 4.0 // #define BLOOM_QUALITY 1.0 // #define BLOOM_GAMMA 8.0 // #define BLOOM_GAMMA_OUT 1.2 // #define BLOOM_POWER 1.20 // #define BLOOM_EYE_ADPT_SRT 0.6 // #define BLOOM_EYE_INERTIA 750 // #define BLOOM_OVER_WHITE 0.5 // #define BLOOM_BYPASS 0.0 // #define DO_CURVATURE 1.000000 // #define GEOM_WARP_X 0.28 // #define GEOM_WARP_Y 0.32 // #define GEOM_CORNER_SIZE 0.010000 // #define GEOM_CORNER_SMOOTH 200.000000 // #define DO_BEZEL 1.0 // #define BEZEL_USE_STRAIGHT 0.0 // #define BEZEL_INNER_ZOOM -0.01 // #define BEZEL_FRAME_ZOOM 0.17 // #define BEZEL_R -0.35 // #define BEZEL_G -0.35 // #define BEZEL_B -0.35 // #define BEZEL_CON 1.3 // #define BEZEL_RFL_ZOOM 0.0 // #define BEZEL_REFL_STRENGTH 0.5 // #define BEZEL_RFL_BLR_SHD -0.200000 // #define BEZEL_ROUGHNESS 1.0 // #define BEZEL_DIFFUSION_STR 0.2 // #define BEZEL_LIGHT_NO_FADEOUT 0.5 // #define BEZEL_SPCL_STRENGTH 0.5 // #define BEZEL_CORNER_DARK 0.8 // #define DO_BG_IMAGE 0.0 // #define LABEL_WARNING1 1.0 // #define BG_IMAGE_OVER 0.0 // #define BG_IMAGE_OFFX 0.0 // #define BG_IMAGE_OFFY 0.0 // #define BG_IMAGE_ZOOM 1.0 // #define BG_IMAGE_ROTATION -1.0 // #define BG_IMAGE_NIGHTIFY 0.0 // #define BG_IMAGE_WRAP_MODE 0.0 // #define DO_BACKDROP 0.0 // #define BACKDROP_OFFX 0.0 // #define BACKDROP_OFFY 0.0 // #define BACKDROP_ZOOM 1.0 // #define DO_AMBILIGHT 1.0 // #define AMBI_STEPS 60.0 // #define AMBI_FALLOFF 0.40 // #define AMBI_POWER 1.8 // #define AMBI_INT_OFFSET 0.07 // #define AMBI_SMP_INT_OFFSET 0.07 // #define AMBI_STRETCH 0.0 // #define AMBI_STRETCH_VERTICAL 0.5 // #define AMBI_GAMMA 1.3 // #define AMBI_OVER_BEZEL 0.2 // #define AMBI_OVER_BEZEL_SIZE 0.15 // #define AMBI_BG_IMAGE_BLEND_MODE 0.0 // #define AMBI_ADD_ON_BLACK 1.0 // #define AMBI_BG_IMAGE_FORCE 0.0 // #define DO_VIGNETTE 1.0 // #define V_SIZE 1.08 // #define V_POWER 1.00 // #define DO_SPOT 1.0 // #define S_POSITION_X 1.0 // #define S_POSITION_Y 1.0 // #define S_SIZE 0.4 // #define S_POWER 0.05 // #define DO_GLOBAL_SHZO 0.0 // #define GLOBAL_OFFX 0.0 // #define GLOBAL_OFFY 0.0 // #define GLOBAL_ZOOM 2.0 // #define ASPECT_X 0.0 // #define ASPECT_Y 3.0 // #define DO_DYNZOOM 0.015 // #define AUTOCROP_MAX 0.0 // #define AUTOCROP_MIN 1.0 // #define AUTOCROP_SAMPLES 10 // #define AUTOCROP_SAMPLE_SIZE 2.0 // #define AUTOCROP_STEADINESS 0.01 // #define AUTOCROP_SAMPLES 0.02 // #define DO_GAME_GEOM_OVERRIDE 0.0 // #define GAME_GEOM_INT_SCALE 0.0 // #define GAME_GEOM_INT_SCALE_MAX 10.0 // #define GAME_GEOM_INT_SCALE_OVR 1.0 // #define GAME_GEOM_ASPECT 0.0 // #define GAME_GEOM_VSHIFT 0.0 // #define GAME_GEOM_HSHIFT 0.0 // #define GAME_GEOM_ZOOM 1.0 // #define GAME_GEOM_OFF_FIX 0.0 // #define DO_TILT 0.0 // #define TILT_X 0.0 // #define TILT_FOV 0.7 // #define TILT_BEZEL_K 1.0 // #define DELTA_RENDER_FORCE_REFRESH 4.0 // #define DELTA_RENDER_CHECK_AREA 1.0 //////////////////////////////////////////////////////////////////////////// // // 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: #define DELTA_RENDER 0.0 //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 1.0 // 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