//DON'T DELETE THIS LINE

//   To use this file, first copy it to a new file named: config-user-optional.txt


//   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
//   
//   
//   

////////////////////////////////////////////////////////////////////////////
//
// SPECIFIC HOST SYSTEM PARAMETERS:
// There you can configure parameters that are specific to your machine
// Like the need for an antiburn strategy, or acivatinc D3D workarounds
// or mitigating ghosting due to your monitor and so on.
//
////////////////////////////////////////////////////////////////////////////

// D3D/XBOX users should enable Direct3D workarounds to avoid glitches or crashes
// by removing the leading "//" from the following line:
// #define D3D_WORKAROUND


// Enable Antiburn protection (OLEDs)
// It works by slowly shaking the image in order to prevent image retention
// The value of ANTIBURN_X/Y defines the speed of the effect, leave it to 1.0 if unsure.
// If ANTIBURN_COMPLETE is enabled, not only the content, but the whole screen will shake.
// ANTIBURN_AMPLITUDE modulates the shake size.
// #define ANTIBURN_Y 1.0
// #define ANTIBURN_X 1.0
// #define ANTIBURN_COMPLETE
// #define ANTIBURN_AMPLITUDE 1.0

// By enabling this options, shader will take steps to speed-up subframes processing.
// It could  display the previous rendered frame if possible or just part of it.
// Enable it only if using subframes, as it has a performance cost itself.
// #define SUBFRAMES_OPTIMIZATIONS

////////////////////////////////////////////////////////////////////////////
//
// STATIC PERFORMANCE RELATED PARAMETERS:
//   There yoy have a chance to boost your FPS, or tune koko-aio for your specific
//   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.
//
////////////////////////////////////////////////////////////////////////////

// Renders only changed parts of screen; uncomment (remove leading //).
// to lower power consumption / mitigate throttling, uncomment this:
// #define DELTA_RENDER

// #define DELTA_RENDER_FORCE_REFRESH   // Delta render force refresh interval.
                                        // Defaults to 4.0 if commented 
                                        
// #define DELTA_RENDER_CHECK_AREA      // Delta render area size.
                                        // Defaults to 1.0 if commented 

// Use higher quality deconvergence flattering rgb scanlines when deconvergence is high
// and by syncing them to the deconvergence settings
// To enable high quality deconvergence, remove leading "//"
// #define HQ_DECON

// FXAA tuning: select an FXAA preset here.
// 1 is a dumb and fast preset, 2 is still fast, but rounder (the default)
// Higher numbers are useful to antialias high resolution content.
// Allowed values from 1 to 5
// #define FXAA_PRESET 2

// Disallow texture wrapping as a shader parameter, comment to gain some performance.
// But in that case the wrap mode has to be defined in the preset file.
// #define DISALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER

// Halve rendering refresh on bezel and ambilight, uncomment to gain performance:
// #define HALVE_BORDER_UPDATE

// Skip random() function used for noise, debanding, bezel roughness.
// uncomment to gain some performance, expect some banding on ambilight and
// possibly heavier banding when using the spot feature.
// #define SKIP_RANDOM

// Uncommenting this is the only way to statically disable Warped Glow
// spare a lookup in the final pass;
// #define SKIP_WARPEDGLOW

// Uncomment this is the only way to statically disable Warped Glow (Y)
// When the screen is rotated, skipping SKIP_WARPEDGLOW_Y means skipping SKIP_WARPEDGLOW_X
// #define SKIP_WARPEDGLOW_Y

// Enable Conditional FPS Halver (60->30, 30->30, 50->25, 25->25)
// #define FPS_HALVER

// Some cores may produce glitches in the first frames, so koko-aio renders
// it just black; however this check has a little performance hit.
// Uncomment the following line to keep the glitch in some cores
// and avoid performance hits.
// #define RENDER_BOGUS_FRAMES

// Temporal based features need to know the source fps to have a fixed duration
// across multiple input refresh rates (25,30,50,60...).
// But since some cores do not report it correctly, you may trust them, or not.
// In case you don't, koko-aio derives the information by averaging frametimes.
// Such estimation is activated by enabling ORIGINAL_FPS_UNTRUSTED.
// however it is slower and on some video drivers isn't reliable either.
// if D3D_WORKAROUND is defined, Core reported fps value is always trusted.
// #define ORIGINAL_FPS_UNTRUSTED


////////////////////////////////////////////////////////////////////////////
//
// Hacks that are very specific and generally not of public interest.
//
////////////////////////////////////////////////////////////////////////////

// NEC PC-88 and NEC PC-98 Have a 200p output mode that Core outputs as 400p
// By using the following (set it t 0.5) you can effectively halve scnalines density.
// #define SCANLINES_FREQUENCY_MULTIPLIER_OVERRIDE 0.5

////////////////////////////////////////////////////////////////////////////
//
// RUNTIME PARAMETERS OVERRIDES:
//   There yoy have a chance to boost your FPS, or tune koko-aio for your specific
//   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.
//
////////////////////////////////////////////////////////////////////////////


// #define IN_GLOW_GAMMA  2.0           //        Gamma In
// #define GAMMA_OUT 0.4                //        Gamma out

// #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           //        CRT Black crush
// #define TEMPERATURE  7700.0          //        Temperature in (6500=off)
// #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                 // ★ Antialiasing enable ? 


// #define DO_RF_NOISE  0.0             // ★ (RF) Noise enable?
// #define RF_NOISE_STRENGTH  0.05      //         Strength
// #define RF_NOISE_SPARK     0.07      //         Snow noise


// #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_WTFL 0.0                  // ★ Megadrive fake transparencies enable?
// #define WTFL_SHARPNESS 0.6           //         Overridden X-sharpness
// #define WTFL_THRESHOLD 1.0           //         Detection threshold


// #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          //         Artifacts upper treshold
// #define NTSC_ARTF_ZAP  0.0           //         . Cancel artifacts under the treshold"
// #define NTSC_SHOW_ARTF_MASK  0.0     //         . Show the mask of selected artifacts (debug)

// #define DO_CVBS_BLEED  0.0             // ★ CVBS: Bandwidth limited chroma enable?
// #define CVBS_BLEED_PAL  0.0            //         Bandwidth distribution (NTSC, PAL)
// #define CVBS_BLEED_ADJUST   1.0       //         Bandwidth multiplier
// #define CVBS_BLEED_SAMPLES  5.0       //         Quality (capped to 5.0 in d3d)
// #define CVBS_BLEED_COARSE  1.0        //         Use coarse sampling
// #define CVBS_UNSHARP_COMPENSATION 0.0 //         Post sharpness filter

// #define DOT_C 0.0                    // ★ CVBS: Dot crawl
// #define DOT_C_SPEED 8.0				//         Speed

// #define DO_PPERSISTENCE  0.0         // ★ Persistence of phosphors enable?
// #define PPERSISTENCE_START  0.9      //         Early decay (blue)
// #define PPERSISTENCE_END  0.5        //         Late Persistence (blue)
// #define PPERSISTENCE_MUL_R           //         Red decay time multiplier
// #define PPERSISTENCE_MUL_G           //         Green decay time multiplier

// #define DO_SHIFT_RGB  1.0              // ★ Deconvergence enable?
// #define DECON_RX 0.0                   // Red x offset
// #define DECON_RY -1.0                  // Red y offset
// #define DECON_GX 1.0                   // Green x offset
// #define DECON_GY 0.0                   // Green y offset
// #define DECON_BX 0.0                   // Blue x offset
// #define DECON_BY 1.0                   // Blue y offset
// #define EDGE_DEFOCUS 2.0               // Deconvergence increases near edges
// #define EDGE_DEFOCUS_DO_BLUR 0.0       // Blur screen edges
// #define EDGE_DEFOCUS_AREA_INV 0.4      // Focused Area


// #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_SYNC_SPEED 0.8   // ★ Resync speed when core resolution changes


// #define MIN_LINES_INTERLACED  380.0     //     . Consider Hi-Resolution above # lines (0=never):
// #define PIXELGRID_INTR_PAST_FIELD  0.0   //    . Real interlace (display previous field)"    0.0 0.0 1.0 0.1
// #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  0.20 //        . 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    //          . Fake integer scanlines (-1=auto)
// #define PIXELGRID_MIN_H  0.3              //          . Phosphors height min 
// #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_OFFSET_CORE   0.0       //          . Slotmask(fake) offset
// #define PIXELGRID_OFFSET_CORE_W 0.0       //            . Slotmask(fake) width override (0=no override)
// #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_TVL_X  0.0        //            . TVL: core resolution only  >0=overrrides previous
// #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_OFFSET_DEHIVE  //            . Clears "hives" patterns (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  //         Ghosting
// #define DOT_M_MBLUR_MODE  0.0  //            . Apply on: both,white,black
// #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: Higher -> less 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            //         Bloom strength
// #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_HALATION_MIX 0.4    //         Halation strength
// #define BLOOM_OVER_WHITE  0.5     //         Target strength over narrow bright areas
// #define BLOOM_EYE_ADPT_SRT  0.6   //         Reduce bloom strength over wide bright areas
// #DEFINE BLOOM_SOFT_LIMITER  0.0   //         Use a soft Roll-off curve (safe range: 0-1)
// #define BLOOM_HALATION_MIX "      //         Halation strength 	
// #define BLOOM_BYPASS  0.0         //         Solo


// #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_FRAME_ZOOM  0.179    //         Frame Alignment
// #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_CORNER_DARK  0.8     //         Less reflections in corners
// #define BEZEL_RFL_BLR_SHD  -0.2    //         Reflections sharpness
// #define BEZEL_ROUGHNESS  1.0       //            Inner surface roughness
// #define BEZEL_RFL_CONTRAST 1.0     //            Inner shadows contrast
// #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 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_BG_IMAGE  0.0           // ★ Back/Foreground image enable?
// #define BG_IMAGE_OVER  0.0         //       Image over game (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_JUST_TUBE 1.0     //         Display only on content
// #define BACKDROP_BLEND_MODE 0.0    //         Backdrop blend mode (0=add, 1=multiply)
// #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_SHAPE 1.00         //         Pillow/Tube
// #define V_SIZE  1.08         //         Size
// #define UNIFORMITY 1.00      //         Screen brightness uniformity

// #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_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    // * Breathing (Luma tied zoom, ignored if integer scaling)


// #define AUTOCROP_MAX 0.0            //★ Autocrop: maximum amount (ignored if 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 game geometry enable?
// #define GAME_GEOM_INT_SCALE  0.0       //         Integer scale 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	

// LCD Antighosting 
// #define LCD_ANTIGHOSTING            0.5 //    Strength
// #define LCD_ANTIGHOSTING_CEIL       1.0 //    Ceil
// #define LCD_ANTIGHOSTING_FLIP_MASK  0.0 //    Flip Mask

// Adaptive Strobe
// #define ADPT_STROBE_STR             0.25   // Strength
// #define ADPT_STROBE_GAIN_ADJ        0.9    // Gain adjustment
// #define ADPT_STROBE_GAIN_ADJ_NODARK 1.0    // Less gain on dark colors
// #define ADPT_STROBE_GAMMA_ADJ       0.9    // Post Gamma adjustment
// #define ADPT_LCD_RETENTION_FIX      3600.0 // LCD Retention workaround cadence (frames)
// #define ADPT_STROBE_SELECTIVE       0.0    // Apply only to moving areas

// #define ADPT_STROBE_GAMMA_ADJ      0.9    // Gamma adjustment


//DONT DELETE THIS LINE
