# info on how the passes come together can be found in mame/bgfx/chains/hlsl.json
shaders = 11

shader0 = shaders/mame_hlsl/shaders/mame_ntsc_encode.slang
filter_linear0 = true
scale_type0 = source
scale0 = 1.0
filter_linear0 = true

shader1 = shaders/mame_hlsl/shaders/mame_ntsc_decode.slang
filter_linear1 = true
alias1 = NTSCPass
scale_type1 = source
scale1 = 1.0

shader2 = shaders/mame_hlsl/shaders/mame_color.slang
alias2 = ColorPass
scale_type2 = source
scale2 = 1.0
filter_linear2 = true

shader3 = shaders/mame_hlsl/shaders/mame_prescale.slang
alias3 = PrescalePass
scale_type3 = viewport
filter_linear3 = true
scale3 = 1.0

shader4 = shaders/mame_hlsl/shaders/mame_deconverge.slang
alias4 = DeconvergePass
filter_linear4 = true
scale_type4 = viewport
scale4 = 1.0

shader5 = shaders/mame_hlsl/shaders/mame_scanline.slang
alias5 = ScanlinePass
filter_linear5 = true
scale_type5 = viewport
scale5 = 1.0

shader6 = shaders/mame_hlsl/shaders/mame_defocus.slang
alias6 = FocusPass
filter_linear6 = true
scale_type6 = viewport
scale6 = 1.0

shader7 = shaders/mame_hlsl/shaders/mame_post.slang
alias7 = PostPass
filter_linear7 = true
scale_type7 = viewport
scale7 = 1.0

shader8 = shaders/mame_hlsl/shaders/mame_phosphor.slang
alias8 = PhosphorPass
filter_linear8 = true
scale_type8 = viewport
scale8 = 1.0

shader9 = shaders/mame_hlsl/shaders/mame_chroma.slang
alias9 = ChromaPass
filter_linear9 = true
scale_type9 = viewport
scale9 = 1.0

shader10 = shaders/mame_hlsl/shaders/mame_distortion.slang
alias10 = DistortionPass
filter_linear10 = true
scale_type10 = viewport
scale10 = 1.0

#shader11 = shaders/mame_hlsl/shaders/lut.slang
#filter_linear11 = true

# mame's textures are available here: https://github.com/mamedev/mame/tree/master/artwork
textures = "MaskTexture"
MaskTexture = shaders/mame_hlsl/resources/aperture-grille.png
