I downloaded your texture and presets, but it’s not clear to me what are you trying to achieve.
First, take in mind that after changing any retroarch option, you have to reload the shader for it to react to changes and behave differently.
As far as i can understand, the wildcard you are using is to load different textures for rotated and unrotated output displays, so your goal is to use different textures for whan the viewport itself is rotated, gotcha.
…but there are incongruences in your slangp.
You used:
bg_over = "shaders_slang/bezel/koko-aio/textures/FBN_Vertical_$VIEW-ASPECT-ORIENT$_FBN_Rotated.png"
The you provided 2 textures:
- FBN_Rotated_VIEW-ASPECT-ORIENT-VERT_FBN_Vertical.png
- FBN_Vertical_VIEW-ASPECT-ORIENT-HORZ_FBN_Rotated.png
wildcard matching will never select the first one, see that it ends with “Vertical”, while the wildcart itself $VIEW-ASPECT-ORIENT$ is supposed to assume two different values:
VIEW-ASPECT-ORIENT-HORZ
or VIEW-ASPECT-ORIENT-VERT
So the correct naming for it to pick different textures is:
- same-pre-string-as-other-VIEW-ASPECT-ORIENT-HORZ_same-post-string-as-other.png
- same-pre-string-as-other-VIEW-ASPECT-ORIENT-VERT_same-post-string-as-other.png
…and in the .slangp:
bg_over = “/path/to/same-pre-string-as-other-$VIEW-ASPECT-ORIENT$_same-post-string-as-other.png”
In other word, texture names has to be identical, the only things that can change are the strings in place of any $WILDCARD$
-edit-
…and understood.
Since koko-aio is aware of the rotation state, it already had the ability to rotate the background image, and it does exactly that.
It is configurable:
from koko-aio docs.md:
Rotate image mode
This could be needed when dealing with vertical games.
Use -1 to let the shader try to guess if the rotation is needed.
So, it you want to provide different textures by yourself and manage this externally, set the option to 0.0
Other issues regarding the texture naming are still valid.