It was not a simple preset, I just posted you the new parameter values, you were supposed to edit the 00.slangp you posted before and replacing them, they are in the middle, quite easy to spot ant cut in block.
Btw, here is the full one, it is supposed to live in the same place as the 00.slangp you posted before, it should work.
preset here
shaders = "17"
feedback_pass = "0"
shader0 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/colortools_and_ntsc_pass.slang"
filter_linear0 = "false"
wrap_mode0 = "mirrored_repeat"
mipmap_input0 = "false"
alias0 = "colortools_and_ntsc_pass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/flick_and_noise.slang"
filter_linear1 = "false"
wrap_mode1 = "mirrored_repeat"
mipmap_input1 = "false"
alias1 = "flick_and_noise_pass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
shader2 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/fxaa.slang"
filter_linear2 = "false"
wrap_mode2 = "mirrored_repeat"
mipmap_input2 = "true"
alias2 = "FXAA_pass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/shift_and_bleed.slang"
filter_linear3 = "true"
wrap_mode3 = "mirrored_repeat"
mipmap_input3 = "false"
alias3 = "shift_and_bleed_pass"
float_framebuffer3 = "true"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/in_glow_x.slang"
filter_linear4 = "true"
wrap_mode4 = "mirrored_repeat"
mipmap_input4 = "true"
alias4 = "in_glow_pass_x"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/in_glow_y.slang"
filter_linear5 = "true"
wrap_mode5 = "mirrored_repeat"
mipmap_input5 = "false"
alias5 = "in_glow_pass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/halo_pre_gamma.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_edge"
mipmap_input6 = "false"
alias6 = "halo_pass_x"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/halo.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_edge"
mipmap_input7 = "false"
alias7 = "halo_pass"
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/avglum_pass.slang"
filter_linear8 = "true"
wrap_mode8 = "mirrored_repeat"
mipmap_input8 = "false"
alias8 = "avglum_pass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "0.500000"
scale_type_y8 = "source"
scale_y8 = "0.500000"
shader9 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/reflection_blur_pre.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "reflected_blurred_pass_pre"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/reflection_blur.slang"
filter_linear10 = "true"
wrap_mode10 = "mirrored_repeat"
mipmap_input10 = "false"
alias10 = "reflected_blurred_pass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/bloom_pass_1.slang"
filter_linear11 = "true"
wrap_mode11 = "mirrored_repeat"
mipmap_input11 = "false"
alias11 = "bloom_pass_1"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/bloom_pass_2.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_edge"
mipmap_input12 = "false"
alias12 = "bloom_pass_2"
float_framebuffer12 = "false"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "0.500000"
scale_type_y12 = "source"
scale_y12 = "0.500000"
shader13 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/bloom_pass_3.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_edge"
mipmap_input13 = "false"
alias13 = "bloom_pass_3"
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "source"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/bloom_pass_4.slang"
filter_linear14 = "true"
wrap_mode14 = "mirrored_repeat"
mipmap_input14 = "false"
alias14 = "bloom_pass_final"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "source"
scale_x14 = "1.000000"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/ambi_temporal_pass.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "ambi_temporal_pass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "0.050000"
scale_type_y15 = "viewport"
scale_y15 = "0.050000"
shader16 = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/shaders-ng/final_pass.slang"
filter_linear16 = "true"
wrap_mode16 = "mirrored_repeat"
mipmap_input16 = "false"
alias16 = "final_pass"
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
filter_linear22 = "false"
wrap_mode22 = "clamp_to_border"
mipmap_input22 = "false"
alias22 = ""
float_framebuffer22 = "false"
srgb_framebuffer22 = "false"
scale_type_x22 = "source"
scale_x22 = "1.000000"
scale_type_y22 = "source"
scale_y22 = "1.000000"
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "2.499999"
LUMINANCE = "0.250000"
CONTRAST = "0.020000"
TEMPERATURE = "7000.000000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_B = "20.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_SIZE_W = "0.000000"
PIXELGRID_H_PRST = "0.000000"
PIXELGRID_R_SHIFT = "1.500000"
PIXELGRID_G_SHIFT = "1.500000"
PIXELGRID_B_SHIFT = "1.500000"
PIXELGRID_MIN_W = "0.400000"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_MIN_H = "0.400000"
PIXELGRID_MAX_H = "0.500000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_STEEP = "4.000000"
DOT_M_G_SHARP = "20.000000"
DOT_M_MBLUR_STR = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.099998"
HALO_SHARPNESS = "3.599989"
HALO_GAMMA = "1.400001"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "0.500000"
BLOOM_QUALITY = "2.000000"
BLOOM_GAMMA = "5.000000"
BLOOM_GAMMA_OUT = "1.200000"
BLOOM_POWER = "2.350000"
BLOOM_EYE_ADPT_SRT = "1.700000"
BLOOM_EYE_INERTIA = "2700.000000"
BLOOM_OVER_WHITE = "0.350000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.000000"
GEOM_WARP_Y = "0.000000"
GEOM_CORNER_SIZE = "0.010000"
AMBI_STRETCH = "0.200000"
DO_DYNZOOM = "0.000000"
V_SIZE = "3.049999"
V_POWER = "1.000001"
GLOBAL_ZOOM = "3.000000"
ASPECT_X = "-4.000000"
ASPECT_Y = "0.000000"
GAME_GEOM_INT_SCALE_MAX = "5.000000"
GAME_GEOM_ZOOM = "2.000000"
GAME_GEOM_OFF_FIX = "4.000000"
TILT_X = "-0.500000"
TILT_Y = "-0.500000"
TILT_FOV = "1.500000"
DELTA_RENDER_FORCE_REFRESH = "1.000000"
textures = "monitor_body_curved;monitor_body_straight;bg_under;bg_over;backdrop"
monitor_body_curved = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/textures/monitor_body_curved.png"
monitor_body_curved_wrap_mode = "clamp_to_border"
monitor_body_curved_mipmap = "false"
monitor_body_straight = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/textures/monitor_body_straight.png"
monitor_body_straight_wrap_mode = "clamp_to_border"
monitor_body_straight_mipmap = "false"
bg_under = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/textures/background_under.png"
bg_under_wrap_mode = "clamp_to_border"
bg_under_mipmap = "false"
bg_over = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/textures/background_over.png"
bg_over_wrap_mode = "clamp_to_border"
bg_over_mipmap = "false"
backdrop = "shaders_slang/koko-aio-slang-main_2/koko-aio-slang-main/textures/boothill.jpg"
backdrop_wrap_mode = "clamp_to_border"
backdrop_mipmap = "false"
The first and the second variation are the same preset, but the code is a bit different and it is not in the main git repo, because it is a borderline case and i don’t plan to add it.
But if you download the latest code you can easilly unlock and experiment with that feature, open shaders-ng/final_pass.slang and look for “//mask posterization experiment”
then uncomment the code by replacing:
//mask = floor(mask*16.0)/16.0;
//mask = pow(mask, vec3(0.5));
with:
mask = floor(mask*16.0)/16.0;
mask = pow(mask, vec3(0.5));
(so strip the leading //)
Save and try again, by altering the value in vec3(0.5), so like vec3(0.2) you will alter the flatness of the response.
It you’re looking for a steep grid, ditch low level phosphorgrid all together and try with dot matrix emulation, but it will give you a square grid.
As a final resort, you can still make use of the full power of your monster