Copied from Gaming Nostalgia blog (
http://gamingnos.blogspot.co.uk/2011/10 ... de-up.html):
hlsl_enable = (Turn HLSL on with 1 or Turn HLSL off with 0, best to configure this setting in mame.ini)
hlsl_prescale_x =(This setting can give you a 'sharper' image depending on what resolution you play games at. For example, if you are playing a 320x240 game at 1280x960 then you are using a 4x magnification. Here you put 4 for a 4x pre-multiplication in horizontal pixels)
hlsl_prescale_y = (This setting can give you a 'sharper' image depending on what resolution you play games at. For example, if you are playing a 320x240 game at 960x720 then you are using a 3x magnification. Here you put 3 for a 3x pre-multiplication in vertical pixels)
hlsl_preset = (Currently an undocumented setting)
hlsl_snap_width = (This setting sets the width for huge resolution 'rendered snapshots' that can be created by default hotkey [LEFT ALT] & [F12]. Usually best used at a multiple of your playing output resolution. For example 1280 wide x4 = 4160)
hlsl_snap_height = (This setting sets the height for huge resolution 'rendered snapshots' that can be created by default hotkey [LEFT ALT] & [F12]. Usually best used at a multiple of your playing output resolution. For example 960 high x4 = 3840)
shadow_mask_alpha =(visibility of shadow mask, when using big game display output use small numbers here. If you use the default aperture.png you need to use an even smaller number here to remove the moiré effect)
shadow_mask_texture aperture.png = (Name of shadow_mask 'overlay' file)
shadow_mask_x_count = (Here is where we tell the HLSL file how many times to tile the 'aperture.png' to fill the resolution. Using the default 'aperture.png' you will notice moiré effects. To remove this problem input the original games width resolution here)
shadow_mask_y_count = (Here is where we tell the HLSL file how many times to tile the 'aperture.png' to fill the resolution. Using the default 'aperture.png' you will notice moiré effects. To remove this problem input the original games height resolution here)
shadow_mask_usize = (This tells the HLSL filter how to wrap the 'aperture.png' horizontally so that when tiling everything will line up correctly. Doesn't work correctly with the default 'aperture.png')
shadow_mask_vsize = (This tells the HLSL filter how to wrap the 'aperture.png' vertically so that when tiling everything will line up correctly. Doesn't work correctly with the default 'aperture.png')
curvature = (Suppose to curve the 'aperture.png' with the curve of the screen if you also use pincushin? Is working with recent HLSL versions)
pincushion = (This can give you that cool fishbowl effect. Is working with recent HLSL versions)
scanline_alpha = (visibility of scanlines, when using big game display output use small numbers here)
scanline_size = (just set to one if you want them? Unrevised setting)
scanline_height = (this is like 75% scanline which is personal preference? Undocumented setting)
scanline_bright_scale = (just set to one if you want them? Unrevised setting)
scanline_bright_offset = (this is like 50% so they don't show up too strong? Unrevised setting)
scanline_jitter = (I don't use, makes scanlines shimmer up and down. Is working with recent HLSL versions. Unrevised setting)
defocus = (I don't use defocus as is only used to add blurriness to your game image, yuck!)
converge_x = (I don't use, suppose to offset pixel position by colours)
converge_y = (I don't use, suppose to offset pixel position by colours)
radial_converge_x = (I don't use, suppose to offset pixel position by colours)
radial_converge_y = (I don't use, suppose to offset pixel position by colours)
red_ratio = (leave alone, red ratio 100%)
grn_ratio = (leave alone, green ratio 100%)
blu_ratio = (leave alone, blue ratio 100%)
saturation = (this is saturation, how strong colours look/bleed, don't set too high)
offset = (I don't use, suppose to offset strength of red,blue,green)
scale = (I think of this like brightness control, where 1.0 = 100%)
power = (I think of this like contrast control, where 1.0 = 100%)
floor = (I think of this like gamma control, I don't like gamma creates washed out colours)
phosphor_life = (can create a ghosting effect on fast moving sprites, up to you if you like or not? When using big game display output use small numbers here)