# NTSC version

shaders = "12"

textures = "mask_grille_texture_small;mask_slot_texture_small;mask_shadow_texture_small"
mask_grille_texture_small = "../../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64BGR.png"
mask_slot_texture_small = "../../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64BGRshifted.png"
mask_shadow_texture_small = "../../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_slot_texture_small_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_grille_texture_small_mipmap = "false"  # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_small_mipmap = "false"    # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_small_mipmap = "false"  # Mipmapping causes artifacts with manually resized masks without tex2Dlod

shader0 = ../../stock.slang
alias0 = PrePass0

shader1 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false

shader2 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0

shader3 = ../../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0

# Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../../crt/shaders/crt-royale/src-fast/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"


# Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
srgb_framebuffer5 = "true"


shader6 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear

# Lanczos-resize the phosphor mask horizontally.  scale_x7 = scale_y5.
shader7 = "../../crt/shaders/crt-royale/src-fast/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear

# Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "../../crt/shaders/crt-royale/src-fast/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
srgb_framebuffer8 = "true"

# Compute a brightpass.  This will require reading the final mask.
shader9 = "../../crt/shaders/crt-royale/src-fast/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"

# Blur the brightpass vertically
shader10 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"

# Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "../../crt/shaders/crt-royale/src-fast/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
wrap_mode11 = "clamp_to_edge"


cust_artifacting = "0.500000"
cust_fringing = "0.500000"
ntsc_taps = "24.000000"
ntsc_cscale = "4.000000"
ntsc_cscale1 = "2.250000"
ntsc_sharp = "3.500000"
ntsc_shape = "0.750000"
beam_horiz_filter = "3.000000"
mask_type = "0.000000"
mask_triad_size_desired = "1.000000"



