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author MooglyGuy <therealmogminer@gmail.com>2019-07-10 20:08:24 +0200
committer MooglyGuy <therealmogminer@gmail.com>2019-07-10 20:08:36 +0200
commitbef4466f12cd22d8f1fb93a791a2ddcb1012a3ac (patch)
treedb8d5ffcec93fcff5311527b85d13fde6ecde341
parent1604863c0784b618f6a443299babc8a8ba01f178 (diff)
Remove shaders that I didn't mean to commit, nw
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/lottes/fs.sc236
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/lottes/fs_vert.sc236
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/lottes/varying.def.sc9
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/lottes/vs.sc26
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/lottes/vs_vert.sc26
5 files changed, 0 insertions, 533 deletions
diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/fs.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/fs.sc
deleted file mode 100644
index d7cb93c9124..00000000000
--- a/src/osd/modules/render/bgfx/shaders/chains/lottes/fs.sc
+++ /dev/null
@@ -1,236 +0,0 @@
-//
-// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
-//
-// by Timothy Lottes
-//
-// This is more along the style of a really good CGA arcade monitor.
-// With RGB inputs instead of NTSC.
-// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
-//
-// Left it unoptimized to show the theory behind the algorithm.
-//
-// It is an example what I personally would want as a display option for pixel art games.
-// Please take and use, change, or whatever.
-
-//Comment these out to disable the corresponding effect.
-//#define VERTICAL //rotates shadow mask effect to fix vertical games on landscape monitors
-//#define CURVATURE //Screen curvature effect.
-#define YUV //Tint and Saturation adjustments. You adjust the settings in Lottes_CRT.vsh now...
-#define GAMMA_CONTRAST_BOOST //Expands contrast and makes image brighter but causes clipping.
-#define BLOOM //enables a bloom effect
-//#define MASK_APERTURE_GRILL //Only uncomment one of the MASK patterns at a time...
-#define MASK_TV
-//#define MASK_VGA
-//#define ORIGINAL_SCANLINES //Enable to use the original scanlines.
-//#define ORIGINAL_HARDPIX //Enable to use the original hardPix calculation.
-
-//Normal MAME GLSL Uniforms
-uniform sampler2D color_texture;
-uniform vec2 color_texture_sz; // size of color_texture
-uniform vec2 color_texture_pow2_sz; // size of color texture rounded up to power of 2
-uniform vec2 screen_texture_sz; // size of output resolution
-uniform vec2 screen_texture_pow2_sz; // size of output resolution rounded up to power of 2
-
-//CRT Filter Variables
-const float hardScan=-20.0; //-8,-12,-16, etc to make scalines more prominent.
-const vec2 warp=vec2(1.0/64.0,1.0/48.0); //adjusts the warp filter (curvature).
-const float maskDark=0.4; //Sets how dark a "dark subpixel" is in the aperture pattern.
-const float maskLight=1.5; //Sets how dark a "bright subpixel" is in the aperture pattern.
-const float hardPix=-6.0; //-1,-2,-4, etc to make the upscaling sharper.
-const float hardBloomScan=-2.5;
-const float hardBloomPix=-1.75;
-const float bloomAmount=1.0/12.0; //Lower this if there is too much bloom!
-const float blackClip = 0.02;
-const float brightMult = 1.2;
-const float maskStrength = 0.6; //This sets the strength of the shadow mask effect
-const vec3 gammaBoost = vec3(1.0/1.15, 1.0/1.15, 1.0/1.15);
-varying vec3 YUVr;
-varying vec3 YUVg;
-varying vec3 YUVb;
-
-//CRT Filter Functions
-
-// sRGB to Linear.
-// Assuing using sRGB typed textures this should not be needed.
-float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
-vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
-
-// Linear to sRGB.
-// Assuing using sRGB typed textures this should not be needed.
-float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
-vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
-
-// Nearest emulated sample given floating point position and texel offset.
-// Also zero's off screen.
-vec3 Fetch(vec2 pos,vec2 off){
- pos=(floor(pos*color_texture_pow2_sz+off)+0.5)/color_texture_pow2_sz;
- //if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0);
- return ToLinear(texture2D(color_texture,pos.xy).rgb);}
-
-// Distance in emulated pixels to nearest texel.
-vec2 Dist(vec2 pos){pos=pos*color_texture_pow2_sz;return -((pos-floor(pos))-vec2(0.5));}
-
-// 1D Gaussian.
-float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
-
-// 3-tap Gaussian filter along horz line.
-vec3 Horz3(vec2 pos,float off){
- vec3 b=Fetch(pos,vec2(-1.0,off));
- vec3 c=Fetch(pos,vec2( 0.0,off));
- vec3 d=Fetch(pos,vec2( 1.0,off));
- float dst=Dist(pos).x;
- // Convert distance to weight.
-#ifdef ORIGINAL_HARDPIX
- float scale=hardPix;
-#else
- float scale=hardPix * max(0.2, 1.5-color_texture_sz.x/512.0);
-#endif
- float wb=Gaus(dst-1.0,scale);
- float wc=Gaus(dst+0.0,scale);
- float wd=Gaus(dst+1.0,scale);
- // Return filtered sample.
- return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
-
-// 5-tap Gaussian filter along horz line.
-vec3 Horz5(vec2 pos,float off){
- vec3 a=Fetch(pos,vec2(-2.0,off));
- vec3 b=Fetch(pos,vec2(-1.0,off));
- vec3 c=Fetch(pos,vec2( 0.0,off));
- vec3 d=Fetch(pos,vec2( 1.0,off));
- vec3 e=Fetch(pos,vec2( 2.0,off));
- float dst=Dist(pos).x;
- // Convert distance to weight.
-#ifdef ORIGINAL_HARDPIX
- float scale=hardPix;
-#else
- float scale=hardPix * max(0.2, 1.5-color_texture_sz.x/512.0);
-#endif
- float wa=Gaus(dst-2.0,scale);
- float wb=Gaus(dst-1.0,scale);
- float wc=Gaus(dst+0.0,scale);
- float wd=Gaus(dst+1.0,scale);
- float we=Gaus(dst+2.0,scale);
- // Return filtered sample.
- return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
-
-vec3 Horz7(vec2 pos,float off){
- vec3 a=Fetch(pos,vec2(-3.0,off));
- vec3 b=Fetch(pos,vec2(-2.0,off));
- vec3 c=Fetch(pos,vec2(-1.0,off));
- vec3 d=Fetch(pos,vec2( 0.0,off));
- vec3 e=Fetch(pos,vec2( 1.0,off));
- vec3 f=Fetch(pos,vec2( 2.0,off));
- vec3 g=Fetch(pos,vec2( 3.0,off));
- float dst=Dist(pos).x;
- // Convert distance to weight.
- float scale=hardBloomPix* max(0.5, 1.5-color_texture_sz.x/512.0);
- float wa=Gaus(dst-3.0,scale);
- float wb=Gaus(dst-2.0,scale);
- float wc=Gaus(dst-1.0,scale);
- float wd=Gaus(dst+0.0,scale);
- float we=Gaus(dst+1.0,scale);
- float wf=Gaus(dst+2.0,scale);
- float wg=Gaus(dst+3.0,scale);
- // Return filtered sample.
- return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
-
-// Return scanline weight.
-float Scan(vec2 pos,float off){
- float dst=Dist(pos).y;
-#ifdef ORIGINAL_SCANLINES
- return Gaus(dst+off,hardScan);}
-#else
- vec3 col=Fetch(pos,vec2(0.0));
- return Gaus(dst+off,hardScan/(dot(col,col)*0.25+1.0));} //Modified to make scanline respond to pixel brightness
-#endif
-
-// Return scanline weight for bloom.
-float BloomScan(vec2 pos,float off){
- float dst=Dist(pos).y;
- return Gaus(dst+off,hardBloomScan);}
-
-// Allow nearest three lines to effect pixel.
-vec3 Tri(vec2 pos){
- vec3 a=Horz3(pos,-1.0);
- vec3 b=Horz5(pos, 0.0);
- vec3 c=Horz3(pos, 1.0);
- float wa=Scan(pos,-1.0);
- float wb=Scan(pos, 0.0);
- float wc=Scan(pos, 1.0);
- return a*wa+b*wb+c*wc;}
-
-// Small bloom.
-vec3 Bloom(vec2 pos){
- vec3 a=Horz5(pos,-2.0);
- vec3 b=Horz7(pos,-1.0);
- vec3 c=Horz7(pos, 0.0);
- vec3 d=Horz7(pos, 1.0);
- vec3 e=Horz5(pos, 2.0);
- float wa=BloomScan(pos,-2.0);
- float wb=BloomScan(pos,-1.0);
- float wc=BloomScan(pos, 0.0);
- float wd=BloomScan(pos, 1.0);
- float we=BloomScan(pos, 2.0);
- return a*wa+b*wb+c*wc+d*wd+e*we;}
-
-// Distortion of scanlines, and end of screen alpha.
-vec2 Warp(vec2 pos){
- pos=pos*2.0-1.0;
- pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
- return pos*0.5+0.5;}
-
-// Shadow mask.
-
-vec3 Mask(vec2 pos){
-#ifdef VERTICAL
-pos.xy=pos.yx;
-#endif
-#ifdef MASK_VGA
- pos.x+=pos.y*3.0;
- vec3 mask=vec3(maskDark,maskDark,maskDark);
- pos.x=fract(pos.x/6.0);
- if(pos.x<0.333)mask.r=maskLight;
- else if(pos.x<0.666)mask.g=maskLight;
- else mask.b=maskLight;
-#endif
-#ifdef MASK_TV
- float line=maskLight;
- float odd=0.0;
- if(fract(pos.x/6.0)<0.5)odd=1.0;
- if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
- pos.x=fract(pos.x/3.0);
- vec3 mask=vec3(maskDark,maskDark,maskDark);
- if(pos.x<0.333)mask.r=maskLight;
- else if(pos.x<0.666)mask.g=maskLight;
- else mask.b=maskLight;
- mask*=line;
-#endif
-#ifdef MASK_APERTURE_GRILL
- pos.x=fract(pos.x/3.0);
- vec3 mask=vec3(maskDark,maskDark,maskDark);
- if(pos.x<0.333)mask.r=maskLight;
- else if(pos.x<0.666)mask.g=maskLight;
- else mask.b=maskLight;
-#endif
- return mask;}
-
-void main(void){
-#ifdef CURVATURE
- vec2 pos=Warp(gl_TexCoord[0].xy);
-#else
- vec2 pos=gl_TexCoord[0].xy;
-#endif
- gl_FragColor.a=texture2D(color_texture,pos.xy).a;
- gl_FragColor.rgb=Tri(pos)*mix(vec3(1.0),Mask(gl_FragCoord.xy),maskStrength);
-#ifdef BLOOM
- gl_FragColor.rgb+=Bloom(pos)*bloomAmount;
-#endif
-#ifdef YUV
- gl_FragColor.rgb = vec3(dot(YUVr,gl_FragColor.rgb),dot(YUVg,gl_FragColor.rgb),dot(YUVb,gl_FragColor.rgb));
- gl_FragColor.rgb=clamp(gl_FragColor.rgb,0.0,1.0);
-#endif
-#ifdef GAMMA_CONTRAST_BOOST
- gl_FragColor.rgb=brightMult*pow(gl_FragColor.rgb,gammaBoost )-vec3(blackClip);
-#endif
- gl_FragColor.rgb=clamp(ToSrgb(gl_FragColor.rgb),0.0,1.0);
-} \ No newline at end of file
diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/fs_vert.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/fs_vert.sc
deleted file mode 100644
index f8fc2450203..00000000000
--- a/src/osd/modules/render/bgfx/shaders/chains/lottes/fs_vert.sc
+++ /dev/null
@@ -1,236 +0,0 @@
-//
-// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
-//
-// by Timothy Lottes
-//
-// This is more along the style of a really good CGA arcade monitor.
-// With RGB inputs instead of NTSC.
-// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
-//
-// Left it unoptimized to show the theory behind the algorithm.
-//
-// It is an example what I personally would want as a display option for pixel art games.
-// Please take and use, change, or whatever.
-
-//Comment these out to disable the corresponding effect.
-#define VERTICAL //rotates shadow mask effect to fix vertical games on landscape monitors
-#define CURVATURE //Screen curvature effect.
-#define YUV //Tint and Saturation adjustments. You adjust the settings in Lottes_CRT.vsh now...
-#define GAMMA_CONTRAST_BOOST //Expands contrast and makes image brighter but causes clipping.
-#define BLOOM //enables a bloom effect
-//#define MASK_APERTURE_GRILL //Only uncomment one of the MASK patterns at a time...
-#define MASK_TV
-//#define MASK_VGA
-//#define ORIGINAL_SCANLINES //Enable to use the original scanlines.
-//#define ORIGINAL_HARDPIX //Enable to use the original hardPix calculation.
-
-//Normal MAME GLSL Uniforms
-uniform sampler2D color_texture;
-uniform vec2 color_texture_sz; // size of color_texture
-uniform vec2 color_texture_pow2_sz; // size of color texture rounded up to power of 2
-uniform vec2 screen_texture_sz; // size of output resolution
-uniform vec2 screen_texture_pow2_sz; // size of output resolution rounded up to power of 2
-
-//CRT Filter Variables
-const float hardScan=-20.0; //-8,-12,-16, etc to make scalines more prominent.
-const vec2 warp=vec2(1.0/64.0,1.0/48.0); //adjusts the warp filter (curvature).
-const float maskDark=0.4; //Sets how dark a "dark subpixel" is in the aperture pattern.
-const float maskLight=1.5; //Sets how dark a "bright subpixel" is in the aperture pattern.
-const float hardPix=-5.0; //-1,-2,-4, etc to make the upscaling sharper.
-const float hardBloomScan=-2.5;
-const float hardBloomPix=-1.75;
-const float bloomAmount=1.0/12.0; //Lower this if there is too much bloom!
-const float blackClip = 0.02;
-const float brightMult = 1.2;
-const float maskStrength = 0.6; //This sets the strength of the shadow mask effect
-const vec3 gammaBoost = vec3(1.0/1.15, 1.0/1.15, 1.0/1.15);
-varying vec3 YUVr;
-varying vec3 YUVg;
-varying vec3 YUVb;
-
-//CRT Filter Functions
-
-// sRGB to Linear.
-// Assuing using sRGB typed textures this should not be needed.
-float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
-vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
-
-// Linear to sRGB.
-// Assuing using sRGB typed textures this should not be needed.
-float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
-vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
-
-// Nearest emulated sample given floating point position and texel offset.
-// Also zero's off screen.
-vec3 Fetch(vec2 pos,vec2 off){
- pos=(floor(pos*color_texture_pow2_sz+off)+0.5)/color_texture_pow2_sz;
- //if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0);
- return ToLinear(texture2D(color_texture,pos.xy).rgb);}
-
-// Distance in emulated pixels to nearest texel.
-vec2 Dist(vec2 pos){pos=pos*color_texture_pow2_sz;return -((pos-floor(pos))-vec2(0.5));}
-
-// 1D Gaussian.
-float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
-
-// 3-tap Gaussian filter along horz line.
-vec3 Horz3(vec2 pos,float off){
- vec3 b=Fetch(pos,vec2(-1.0,off));
- vec3 c=Fetch(pos,vec2( 0.0,off));
- vec3 d=Fetch(pos,vec2( 1.0,off));
- float dst=Dist(pos).x;
- // Convert distance to weight.
-#ifdef ORIGINAL_HARDPIX
- float scale=hardPix;
-#else
- float scale=hardPix * max(0.2, 1.5-color_texture_sz.x/512.0);
-#endif
- float wb=Gaus(dst-1.0,scale);
- float wc=Gaus(dst+0.0,scale);
- float wd=Gaus(dst+1.0,scale);
- // Return filtered sample.
- return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
-
-// 5-tap Gaussian filter along horz line.
-vec3 Horz5(vec2 pos,float off){
- vec3 a=Fetch(pos,vec2(-2.0,off));
- vec3 b=Fetch(pos,vec2(-1.0,off));
- vec3 c=Fetch(pos,vec2( 0.0,off));
- vec3 d=Fetch(pos,vec2( 1.0,off));
- vec3 e=Fetch(pos,vec2( 2.0,off));
- float dst=Dist(pos).x;
- // Convert distance to weight.
-#ifdef ORIGINAL_HARDPIX
- float scale=hardPix;
-#else
- float scale=hardPix * max(0.2, 1.5-color_texture_sz.x/512.0);
-#endif
- float wa=Gaus(dst-2.0,scale);
- float wb=Gaus(dst-1.0,scale);
- float wc=Gaus(dst+0.0,scale);
- float wd=Gaus(dst+1.0,scale);
- float we=Gaus(dst+2.0,scale);
- // Return filtered sample.
- return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
-
-vec3 Horz7(vec2 pos,float off){
- vec3 a=Fetch(pos,vec2(-3.0,off));
- vec3 b=Fetch(pos,vec2(-2.0,off));
- vec3 c=Fetch(pos,vec2(-1.0,off));
- vec3 d=Fetch(pos,vec2( 0.0,off));
- vec3 e=Fetch(pos,vec2( 1.0,off));
- vec3 f=Fetch(pos,vec2( 2.0,off));
- vec3 g=Fetch(pos,vec2( 3.0,off));
- float dst=Dist(pos).x;
- // Convert distance to weight.
- float scale=hardBloomPix* max(0.5, 1.5-color_texture_sz.x/512.0);
- float wa=Gaus(dst-3.0,scale);
- float wb=Gaus(dst-2.0,scale);
- float wc=Gaus(dst-1.0,scale);
- float wd=Gaus(dst+0.0,scale);
- float we=Gaus(dst+1.0,scale);
- float wf=Gaus(dst+2.0,scale);
- float wg=Gaus(dst+3.0,scale);
- // Return filtered sample.
- return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
-
-// Return scanline weight.
-float Scan(vec2 pos,float off){
- float dst=Dist(pos).y;
-#ifdef ORIGINAL_SCANLINES
- return Gaus(dst+off,hardScan);}
-#else
- vec3 col=Fetch(pos,vec2(0.0));
- return Gaus(dst+off,hardScan/(dot(col,col)*0.25+1.0));} //Modified to make scanline respond to pixel brightness
-#endif
-
-// Return scanline weight for bloom.
-float BloomScan(vec2 pos,float off){
- float dst=Dist(pos).y;
- return Gaus(dst+off,hardBloomScan);}
-
-// Allow nearest three lines to effect pixel.
-vec3 Tri(vec2 pos){
- vec3 a=Horz3(pos,-1.0);
- vec3 b=Horz5(pos, 0.0);
- vec3 c=Horz3(pos, 1.0);
- float wa=Scan(pos,-1.0);
- float wb=Scan(pos, 0.0);
- float wc=Scan(pos, 1.0);
- return a*wa+b*wb+c*wc;}
-
-// Small bloom.
-vec3 Bloom(vec2 pos){
- vec3 a=Horz5(pos,-2.0);
- vec3 b=Horz7(pos,-1.0);
- vec3 c=Horz7(pos, 0.0);
- vec3 d=Horz7(pos, 1.0);
- vec3 e=Horz5(pos, 2.0);
- float wa=BloomScan(pos,-2.0);
- float wb=BloomScan(pos,-1.0);
- float wc=BloomScan(pos, 0.0);
- float wd=BloomScan(pos, 1.0);
- float we=BloomScan(pos, 2.0);
- return a*wa+b*wb+c*wc+d*wd+e*we;}
-
-// Distortion of scanlines, and end of screen alpha.
-vec2 Warp(vec2 pos){
- pos=pos*2.0-1.0;
- pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
- return pos*0.5+0.5;}
-
-// Shadow mask.
-
-vec3 Mask(vec2 pos){
-#ifdef VERTICAL
-pos.xy=pos.yx;
-#endif
-#ifdef MASK_VGA
- pos.x+=pos.y*3.0;
- vec3 mask=vec3(maskDark,maskDark,maskDark);
- pos.x=fract(pos.x/6.0);
- if(pos.x<0.333)mask.r=maskLight;
- else if(pos.x<0.666)mask.g=maskLight;
- else mask.b=maskLight;
-#endif
-#ifdef MASK_TV
- float line=maskLight;
- float odd=0.0;
- if(fract(pos.x/6.0)<0.5)odd=1.0;
- if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
- pos.x=fract(pos.x/3.0);
- vec3 mask=vec3(maskDark,maskDark,maskDark);
- if(pos.x<0.333)mask.r=maskLight;
- else if(pos.x<0.666)mask.g=maskLight;
- else mask.b=maskLight;
- mask*=line;
-#endif
-#ifdef MASK_APERTURE_GRILL
- pos.x=fract(pos.x/3.0);
- vec3 mask=vec3(maskDark,maskDark,maskDark);
- if(pos.x<0.333)mask.r=maskLight;
- else if(pos.x<0.666)mask.g=maskLight;
- else mask.b=maskLight;
-#endif
- return mask;}
-
-void main(void){
-#ifdef CURVATURE
- vec2 pos=Warp(gl_TexCoord[0].xy);
-#else
- vec2 pos=gl_TexCoord[0].xy;
-#endif
- gl_FragColor.a=texture2D(color_texture,pos.xy).a;
- gl_FragColor.rgb=Tri(pos)*mix(vec3(1.0),Mask(gl_FragCoord.xy),maskStrength);
-#ifdef BLOOM
- gl_FragColor.rgb+=Bloom(pos)*bloomAmount;
-#endif
-#ifdef YUV
- gl_FragColor.rgb = vec3(dot(YUVr,gl_FragColor.rgb),dot(YUVg,gl_FragColor.rgb),dot(YUVb,gl_FragColor.rgb));
- gl_FragColor.rgb=clamp(gl_FragColor.rgb,0.0,1.0);
-#endif
-#ifdef GAMMA_CONTRAST_BOOST
- gl_FragColor.rgb=brightMult*pow(gl_FragColor.rgb,gammaBoost )-vec3(blackClip);
-#endif
- gl_FragColor.rgb=clamp(ToSrgb(gl_FragColor.rgb),0.0,1.0);
-} \ No newline at end of file
diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/varying.def.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/varying.def.sc
deleted file mode 100644
index 53fe40d0b8a..00000000000
--- a/src/osd/modules/render/bgfx/shaders/chains/lottes/varying.def.sc
+++ /dev/null
@@ -1,9 +0,0 @@
-vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
-vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
-vec2 v_texcoord1 : TEXCOORD1 = vec2(0.0, 0.0);
-vec2 v_texcoord2 : TEXCOORD2 = vec2(0.0, 0.0);
-vec2 v_texcoord3 : TEXCOORD3 = vec2(0.0, 0.0);
-
-vec3 a_position : POSITION;
-vec4 a_color0 : COLOR0;
-vec2 a_texcoord0 : TEXCOORD0;
diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/vs.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/vs.sc
deleted file mode 100644
index 21e0eeb35ac..00000000000
--- a/src/osd/modules/render/bgfx/shaders/chains/lottes/vs.sc
+++ /dev/null
@@ -1,26 +0,0 @@
-varying float saturation;
-varying float tint;
-varying float U; //U and W are for the tint/saturation calculations
-varying float W;
-varying vec3 YUVr;
-varying vec3 YUVg;
-varying vec3 YUVb;
-#define PI 3.141592653589
-
-void main()
-{
- //gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_Position = ftransform();
-
- //Had to move the YUV calculations to the vertex shader for space
- saturation = 1.1; // 1.0 is normal saturation. Increase as needed.
- tint = 0.0; //0.0 is 0.0 degrees of Tint. Adjust as needed.
- U = cos(tint*PI/180.0);
- W = sin(tint*PI/180.0);
- YUVr=vec3(0.701*saturation*U+0.16774*saturation*W+0.299,0.587-0.32931*saturation*W-0.587*saturation*U,-0.497*saturation*W-0.114*saturation*U+0.114);
- YUVg=vec3(-0.3281*saturation*W-0.299*saturation*U+0.299,0.413*saturation*U+0.03547*saturation*W+0.587,0.114+0.29265*saturation*W-0.114*saturation*U);
- YUVb=vec3(0.299+1.24955*saturation*W-0.299*saturation*U,-1.04634*saturation*W-0.587*saturation*U+0.587,0.886*saturation*U-0.20321*saturation*W+0.114);
-}
-
-
diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/vs_vert.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/vs_vert.sc
deleted file mode 100644
index 21e0eeb35ac..00000000000
--- a/src/osd/modules/render/bgfx/shaders/chains/lottes/vs_vert.sc
+++ /dev/null
@@ -1,26 +0,0 @@
-varying float saturation;
-varying float tint;
-varying float U; //U and W are for the tint/saturation calculations
-varying float W;
-varying vec3 YUVr;
-varying vec3 YUVg;
-varying vec3 YUVb;
-#define PI 3.141592653589
-
-void main()
-{
- //gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_Position = ftransform();
-
- //Had to move the YUV calculations to the vertex shader for space
- saturation = 1.1; // 1.0 is normal saturation. Increase as needed.
- tint = 0.0; //0.0 is 0.0 degrees of Tint. Adjust as needed.
- U = cos(tint*PI/180.0);
- W = sin(tint*PI/180.0);
- YUVr=vec3(0.701*saturation*U+0.16774*saturation*W+0.299,0.587-0.32931*saturation*W-0.587*saturation*U,-0.497*saturation*W-0.114*saturation*U+0.114);
- YUVg=vec3(-0.3281*saturation*W-0.299*saturation*U+0.299,0.413*saturation*U+0.03547*saturation*W+0.587,0.114+0.29265*saturation*W-0.114*saturation*U);
- YUVb=vec3(0.299+1.24955*saturation*W-0.299*saturation*U,-1.04634*saturation*W-0.587*saturation*U+0.587,0.886*saturation*U-0.20321*saturation*W+0.114);
-}
-
-