//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 (or uncomment), 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 //DESCRIPTION
// where:
// "//" means a comment; read: Everything after "//" is simply ignored.
// * 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)
// * DESCRIPTION is the associated label in retroarch menu, reported here
just for convenience
// (not needed nor taken into account, so if they differ a bit, it don't
mind)
//
// Almost if not all of the parameters are reported here but commented (prepended
with the double slash //)
// Since a double slash means that everything after it is ignored,
// then you have to remove the leadings "//"
//
// Notice, there is no equal sign, nor double quotes, so, eg:
// If you know that you will always use the bezel frame, you will have:
// #define DO_BEZEL 1.0 //Bezel enable?
//
// If you know you'll never alter the contrast:
// #define CONTRAST 0.0 //Contrast in
//
// If you know your curvature // will never change:
// #define GEOM_WARP_X //Warp X
//
// As said, 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 1.0 // ★ Color corrections enable?
// #define IN_GLOW_POWER 1.5 // Input signal gain
// #define LUMINANCE 0.2 // Luminance push
// #define BRIGHTNESS 0.0 // Brightness in
// #define CONTRAST 0.0 // Contrast in
// #define ADAPTIVE_BLACK 0.1 // Adaptive Black level range
// #define TEMPERATURE 7700.0 // Temperature in (6500=off)
// #define IN_GLOW_GAMMA 2.0 // Gamma In (applied at the
beginning)
// #define GAMMA_OUT 0.4 // Gamma out (applied at the end)
// #define COLOR_MONO_COLORIZE 0.0 // Monochrome screen colorization
// #define COLOR_MONO_HUE1 0.25 // . Hue bright
// #define COLOR_MONO_HUE2 0.3 // . Hue dark
// #define COLOR_MONO_HUE_BIAS 0.0 // . Hue bright-dark bias
// #define SATURATION 1.0 // Saturation in (1.0=off)
// #define VIBRANCE 0.0 // Vibrance in (0.0=off)
// #define DO_FXAA 0.0 // ★ FXAA enable?
// #define DO_RF_NOISE 0.0 // ★ RF Noise enable?
// #define RF_NOISE_STRENGTH 0.05 // Strength
// #define DO_DEDITHER 0.0 // ★ Dedither enable? (not with NTSC
artifacts)
// #define DEDITHER_TRESHMAX 1.2 // Sensitivity
// #define DEDITHER_STRENGTH 0.8 // Basic search strength
// #define DEDITHER_STRENGTH2 0.0 // Extensive search strength
// #define DO_NTSC_ARTIFACTS 0.0 // ★ CVBS: NTSC color artifacts enable?
// #define NTSC_MIX 0.5 // Strength
// #define NTSC_FILTER_WIDTH 17.0 // Filter width
// #define NTSC_FILTER_SCF 5.30 // Subcarrier Frequency mul
// #define NTSC_FILTER_FC 2.5 // Frequency cutoff
// #define NTSC_PHASE_SHIFT 0.0 // Phase shift
// #define NTSC_ARTF_TRSH 0.1 // . Consider artifacts above this
treshold
// #define NTSC_SHOW_ARTF_MASK 0.0 // . Show the mask of selected
artifacts (debug)
// #define NTSC_ARTF_NOBLUR 0.0 // . 1* Under treshold: Cancel
blur (Glow)
// #define NTSC_ARTF_NOBLEED 0.0 // . 2* Under treshold: Cancel
Bandwidth limited chroma"
// #define NTSC_ARTF_ZAP 0.0 // . 3* Under treshold: Cancel
artifacts"
// #define DO_SAT_BLEED 0.0 // ★ CVBS: Bandwidth limited chroma enable?
// #define SAT_BLEED_PAL 0.0 // Use PAL colorspace, not NTSC
// #define SAT_BLEED_STRENGTH 1.0 // Strength
// #define SAT_BLEED_SIZE 5.0 // Size (capped to 5.0 in d3d)
// #define SAT_BLEED_FALLOFF 1.7 // Falloff
// #define DO_PPERSISTENCE 0.0 // ★ Persistence of phosphors enable?
// #define PPERSISTENCE_START 0.9 // Early decay
// #define PPERSISTENCE_END 0.5 // Late Persistence
// #define DO_SHIFT_RGB 1.0 // ★ Deconvergence enable?
// #define OFFSET_STRENGTH 0.3 // Strength
// #define SHIFT_R -20.0 // Red offset
// #define SHIFT_G 0.0 // Green offset
// #define SHIFT_B 20.0 // Blue offset
// #define DO_IN_GLOW 1.0 // ★ Glow/Blur enable?
// #define IN_GLOW_BIAS 1.0 // Glow to blur bias
// #define IN_GLOW_SPREAD 0.6 // Glow light gain
// #define IN_GLOW_SPREAD_SHARPNESS // Glow light sharpness
// #define IN_GLOW_W -0.80000 // Sharp X (neg=use BOX unsharp)
// #define IN_GLOW_H 7.0 // Sharp Y (neg=use BOX unsharp)
// #define IN_GLOW_WARPSHARP_X 0.4 // Warped glow (X)
// #define IN_GLOW_WARPSHARP_Y 0.4 // Warped glow (Y)
// #define IN_GLOW_WARPSHARP_GAMMA 1.0 // Warped glow dynamics (1.0=linear)
// #define TATE 1.0 // ★ Tate mode (0:disabled 1:auto 2:forced)
// #define RESSWITCH_GLITCH_SIZE 0.1 // ★ Glitch amount if vertical resolution
changes
// #define MIN_LINES_INTERLACED 380.0 // . Consider Hi-Resolution above #
lines (0=never):
// #define PIXELGRID_INTR_DISABLE_Y -1.0 // . Hi-Res scanlines type (read
docs):
// #define PIXELGRID_INTR_GAMMA_ADJ 0.9 // . Interlaced brighness push (less
is more, not for OLEDs)
// #define PIXELGRID_INTR_FLICK_MODE 2.0 // . Scanlines flicker
(0=off,1=on,2=if Hi-Res)
// #define PIXELGRID_INTR_FLICK_POWR 0.25 // . Flicker power
// #define DO_PIXELGRID 1.0 // ★ Low level Phosphor grid enable?
// #define PIXELGRID_OVERMASK 1.0 // Overmask (1.0 = neutral)
// #define DO_PIXELGRID_H 1.0 // ★ Scanlines (0 to disable)
// #define PIXELGRID_DOUBLESCAN 0.0 // . Double-scan low input
resolutions
// #define PIXELGRID_COREY_FAKE_SCAN 0.0 //
// #define PIXELGRID_MIN_H 0.3 // . Fake integer scanlines (-
1=auto)
// #define PIXELGRID_MAX_H 0.7 // . Phosphors height Max
// #define PIXELGRID_GAMMA_H 5.2 // . Phosphors height min->max
gamma:
// #define PIXELGRID_NO_INTERBLEED_H 1.0 // . Inter line extra steepness
(1.0 to disable)
// #define PIXELGRID_H_ANTIMOIRE 0.0 // . Anti-moire sweet spot
(disables Y deconvergence)
// #define PIXELGRID_OFFSET_CORE 0.0 // . Slotmask(fake) offset (not
with anti-moire)
// #define PIXELGRID_DECON_R_H 0.0 // . Deconvergence Y: R
phosphor
// #define PIXELGRID_DECON_G_H 0.0 // . Deconvergence Y: G
phosphor
// #define PIXELGRID_DECON_B_H 0.0 // . Deconvergence Y: B
phosphor
// #define PIXELGRID_H_DEDOT 0.0 // . Dedot mask between
scanlines (use only if needed!)
// #define DO_PIXELGRID_W 1.0 // ★ Horizontal mask (0 to disable)
// #define PIXELGRID_SIZE_W 1.0 // . Resolution: (core or screen)
// #define PIXELGRID_MUL_X 1.0 // . Cell size multiplier x
(neg=divider):
// #define PIXELGRID_H_PRST 3.0 // . Mask type preset (0: for
manual)
// #define PIXELGRID_H_COUNT 3.0 // . 0: Phosphors+gap count
(mask size)
// #define PIXELGRID_R_SHIFT 0.0 // . 0: R phospor position
// #define PIXELGRID_G_SHIFT 1.0 // . 0: G phospor position
// #define PIXELGRID_B_SHIFT 2.0 // . 0: B phospor position
// #define PIXELGRID_MIN_W 0.25 // . Phosphors width Min
// #define PIXELGRID_MAX_W 0.40 // . Phosphors width Max
// #define PIXELGRID_GAMMA_W 1.5 // . Phosphors width min->max
gamma:
// #define PIXELGRID_BASAL_GRID 0.02 // . Black level of the unexcided
phosphor grid
// #define PIXELGRID_Y_MASK 0.0 // ★ Vertical cell Mask
(aperturegrille/slotmask)
// #define PIXELGRID_Y_MASK_COORDS 0.0 // . Resolution: (core or
screen)
// #define PIXELGRID_Y_MASK_HEIGHT 1.0 // . Height divider (neg =
multiplier):
// #define PIXELGRID_Y_MASK_OFFSET 1.0 // . Even/odd Y offset
(slotmask)
// #define PIXELGRID_Y_MASK_SHIFT 0.15 // . Vertical shift (neg =
auto)
// #define PIXELGRID_Y_MASK_STEEP 1.0 // . Steepness
// #define PIXELGRID_Y_MASK_ON_WHITE 0.0 // . Fadeout under light
// #define PIXELGRID_Y_SPARK 1.0 // . Sparkling look punch
// #define PIXELGRID_DO_SHADOWMASK 0.0 // ★ Shadowmask
// #define PIXELGRID_SHADOWMASK_H 0.0 // . X staggering
// #define PIXELGRID_SHADOWMASK_SHIFT 1.0 // . Phosphor height
// #define DO_DOT_MATRIX 0.0 // ★ Dot matrix emulation enable? (NOT with
scanlines!)
// #define DOT_M_G_STR 0.0 // Grid strength
// #define DOT_M_G_TRESH 1.1 // . Paint on bright (<0 on black)
// #define DOT_M_G_BRT 0.0 // . Grid brightness
// #define DOT_M_G_SHARP 0.0 // . Grid sharpness (0.0 for auto)
// #define DOT_M_MBLUR_STR 0.45 // Refresh inertia
// #define DOT_M_MBLUR_MODE 0.0 // . Inertia on: both,white,black
// #define DOT_M_SHADOW_STR 0.0 // Shadow strength (disables
deconvergence)
// #define DOT_M_SHADOW_OFF 0.0 // . Shadow offset
// #define DO_HALO 1.0 // ★ Halo enable?
// #define HALO_NO_PREGAIN 1.0 // Pre-attenuate input signal gain to 1x
// #define HALO_POWER 0.5 // Strength (negative = 10x precision)
// #define HALO_SHARPNESS 6.5 // Sharpness
// #define HALO_GAMMA 2.0 // Gamma in, the higher, the less the
halo on dark colors
// #define HALO_GAMMA_OUT 1.0 // Gamma out
// #define HALO_VS_SCAN 0.7 // Light up scanline gaps and dot grid
gaps too
// #define DO_BLOOM 1.0 // ★ Bloom enable?
// #define BLOOM_MIX 0.40 // Final mix, (0.0=off)
// #define BLOOM_SIZE 4.0 // Radius
// #define BLOOM_QUALITY 1.0 // Quality: more is better but slower
// #define BLOOM_GAMMA 8.0 // Gamma in (threshold)
// #define BLOOM_GAMMA_OUT 1.2 // Gamma out (contour smoothness)
// #define BLOOM_POWER 1.20 // Power multiplier
// #define BLOOM_EYE_ADPT_SRT 0.6 // Modulate: Local exposure eye
adaption strength
// #define BLOOM_EYE_INERTIA 750 // Modulate: Time before eye adaption
starts
// #define BLOOM_OVER_WHITE 0.5 // Modulate: Strength on bright areas
(0 = aura)
// #define BLOOM_BYPASS 0.0 // Bypass/Solo (1=Unmodulated,
2=Modulated)
// #define DO_CURVATURE 1.0 // ★ Curvature/Corners/Edges enable?
// #define GEOM_WARP_X 0.28 // Warp X
// #define GEOM_WARP_Y 0.32 // Warp Y
// #define GEOM_CORNER_SIZE 0.01 // Corners radius
// #define GEOM_CORNER_SMOOTH 200.0 // Edges sharpness
// #define DO_BEZEL 1.0 // ★ Bezel enable?
// #define BEZEL_USE_STRAIGHT 0.0 // Straight
// #define BEZEL_INNER_ZOOM -0.01 // Inner zoom (ignored with integer
scaling)
// #define BEZEL_FRAME_ZOOM 0.17 // Frame zoom
// #define BEZEL_R -0.35 // Color: Red
// #define BEZEL_G -0.35 // Color: Green
// #define BEZEL_B -0.35 // Color: Blue
// #define BEZEL_CON 1.3 // Contrast
// #define BEZEL_RFL_ZOOM 0.0 // Reflections zoom
// #define BEZEL_REFL_STRENGTH 0.5 // Reflections strength
// #define BEZEL_RFL_BLR_SHD -0.2 // Reflections sharpness
// #define BEZEL_ROUGHNESS 1.0 // Reflections roughness
// #define BEZEL_DIFFUSION_STR 0.2 // Diffusion strength
// #define BEZEL_LIGHT_NO_FADEOUT 0.5 // Specularity strength
// #define BEZEL_SPCL_STRENGTH 0.5 // Light fadeout distance
// #define BEZEL_CORNER_DARK 0.8 // Darken corners
// #define DO_BG_IMAGE 0.0 // ★ Back/Foreground image enable?
// #define BG_IMAGE_OVER 0.0 // Image over content (alpha channel
driven)?
// #define BG_IMAGE_OFFX 0.0 // Shift Image over X axis
// #define BG_IMAGE_OFFY 0.0 // Shift Image over Y axis
// #define BG_IMAGE_ZOOM 1.0 // Zoom Image
// #define BG_IMAGE_ROTATION -1.0 // Rotate/flip (0=auto,1/-1=no
change,<0 for rotated games)
// #define BG_IMAGE_NIGHTIFY 0.0 // Nightify image
// #define BG_IMAGE_WRAP_MODE 0.0 // Wrap mode: default, clamp to border,
edge, repeat
// #define DO_BACKDROP 0.0 // ★ Backdrop mirrored image enable?
// #define BACKDROP_OFFX 0.0 // Shift backdrop over X axis
// #define BACKDROP_OFFY 0.0 // Shift backdrop over Y axis
// #define BACKDROP_ZOOM 1.0 // Zoom backdrop
// #define DO_AMBILIGHT 1.0 // ★ Ambient light leds enable? (am)
// #define AMBI_STEPS 60.0 // Slowness
// #define AMBI_FALLOFF 0.40 // Led power/falloff
// #define AMBI_POWER 1.8 // Led Saturation
// #define AMBI_INT_OFFSET 0.07 // Internalness (Led position)
// #define AMBI_SMP_INT_OFFSET 0.07 // Internalness (Sampling point)
// #define AMBI_STRETCH 0.0 // Widen lights (horizontal
games)
// #define AMBI_STRETCH_VERTICAL 0.5 // Widen lights (vertical games)
// #define AMBI_GAMMA 1.3 // Output Gamma
// #define AMBI_OVER_BEZEL 0.2 // Bezel Colorization intensity
// #define AMBI_OVER_BEZEL_SIZE 0.15 // Bezel Colorization size
// #define AMBI_BG_IMAGE_BLEND_MODE 0.0 // Back/Foreground image alpha
blend (0=mix, 1=add)
// #define AMBI_ADD_ON_BLACK 1.0 // Foggy (power on dark colors,
add mode only)
// #define AMBI_BG_IMAGE_FORCE 0.0 // Always colorize
Back/Foreground image (add mode only)
// #define DO_VIGNETTE 1.0 // ★ Vignette enable?
// #define V_SIZE 1.08 // Size
// #define V_POWER 1.00 // Power
// #define DO_SPOT 1.0 // ★ Spot enable?
// #define S_POSITION_X 1.0 // X Position
// #define S_POSITION_Y 1.0 // Y Position
// #define S_SIZE 0.4 // Size
// #define S_POWER 0.05 // Power
// #define DO_GLOBAL_SHZO 0.0 // ★ Global shift/zoom enable?
// #define GLOBAL_OFFX 0.0 // X axis shift
// #define GLOBAL_OFFY 0.0 // Y axis shift
// #define GLOBAL_ZOOM 2.0 // Zoom
// #define DO_TILT 0.0 // ★ Tilt enable?
// #define TILT_X 0.25 // Tilt along X axis
// #define ASPECT_X 0.0 // Aspect Ratio Numerator (<=0 for a preset)
// #define ASPECT_Y 3.0 // Aspect Ratio Denominator
// #define DO_DYNZOOM 0.015 // ★ Luminosity tied zoom (!!OBSTRUCTS integer
scale!!)
// #define AUTOCROP_MAX 0.0 //★ Autocrop: maximum amount (!!OBSTRUCTS
integer scale!!)
// #define AUTOCROP_MIN 1.0 // Number of mandatory lines to crop
// #define AUTOCROP_SAMPLES 10 // Samples per frame (faster
response, higher gpu use)
// #define AUTOCROP_SAMPLE_SIZE 2.0 // Sample size (big speedup, less
accurate)
// #define AUTOCROP_STEADINESS 0.01 // Scene change treshold (0 =
continuous cropping)
// #define AUTOCROP_SAMPLES 0.02 // Transition speed
// #define DO_GAME_GEOM_OVERRIDE 0.0 // ★ Override content geometry enable?
// #define GAME_GEOM_INT_SCALE 0.0 // Integer scale (disables inner
zoom) 2=No keep aspect
// #define GAME_GEOM_INT_SCALE_MAX 10.0 // . Maximum integer scale
// #define GAME_GEOM_INT_SCALE_OVR 1.0 // . Permit integer overscale
by
// #define GAME_GEOM_ASPECT 0.0 // Aspect (0 = unchanged)
// #define GAME_GEOM_VSHIFT 0.0 // Vertical position
// #define GAME_GEOM_HSHIFT 0.0 // Horizontal position
// #define GAME_GEOM_ZOOM 1.0 // Zoom
// #define GAME_GEOM_OFF_FIX 0.0 // Sharp hack through offset
(0.0=disable)
// #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 /
mitigate throttling:
#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 0.0
//Set this to 1.0 is the only way to statically disable Warped Glow (X) and
//spare a lookup in the final pass;
//When the screen is rotated, skipping SKIP_WARPEDGLOW_X means skipping
SKIP_WARPEDGLOW_Y
#define SKIP_WARPEDGLOW_X 0.0
//Set this to 1.0 is the only way to statically disable Warped Glow (X) and
//spare a lookup in the final pass.
//When the screen is rotated, skipping SKIP_WARPEDGLOW_Y means skipping
SKIP_WARPEDGLOW_X
#define SKIP_WARPEDGLOW_Y 0.0
// 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