diff options
author | 2015-05-03 14:41:05 +0200 | |
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committer | 2015-05-03 14:41:05 +0200 | |
commit | a70198a5fb532f1b5826bcc0a318c1d68291c0c4 (patch) | |
tree | ab035722cba9050061facc24ed893872ea4a5abf /src/osd/windows/winmain.c | |
parent | cc3b682e52bf097d31db78032aad01d6a0b12e94 (diff) |
HLSL shader improvements
- changed shadow mask implementation, shadow count XY now represent the
number of pixel the shadow UV sized tiles will take on the screen
- implemented rotation of the shadow mask texture depending on the
default landscape or portrait view of the screen
- removed prescale and pixel border of the shadow mask texture
- added option to change the shadow UV offset, to reduce the color
bleeding of the shadow mask
- adjusted presets to work with the changed mask implementation
- reduced defocus offset
- improved downsampling for better blurring
- improved alignment of bloom layers (raster and vector)
- applied bloom effect to the render output of screenshot and AVI
recording
- changed curvature effect to fit screen size
- changed scanlines to be not rendered into bloom layers
- changed shadow mask to be not rendered into bloom layers
- changed color floor to not light the bloom layers
- changed shadow mask to not dark the color floor
- added image vignetting simulation and option
- added round screen corner simulation and option
- added screen light reflection simulation and option
- made usage of unused brightness offset (additive)
- removed unused pincushion option
- removed duplicate shadow count Y options
- removed artwork/adapture.png
- added artwork/adapture-grill.png
- added artwork/shadow-mask.png
- added artwork/slot-mask.png
- added hlsl/simple.fx
- removed unused shaders::blit() function
- added shaders::screen_pass() function, which handles the
(raster-)rendering on screen, into screenshot and AVI recording
- added effect:set_bool() function
Diffstat (limited to 'src/osd/windows/winmain.c')
-rw-r--r-- | src/osd/windows/winmain.c | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/src/osd/windows/winmain.c b/src/osd/windows/winmain.c index cc6fd4c2dd9..54afff74298 100644 --- a/src/osd/windows/winmain.c +++ b/src/osd/windows/winmain.c @@ -296,13 +296,17 @@ const options_entry windows_options::s_option_entries[] = { WINOPTION_HLSL_SNAP_HEIGHT, "1536", OPTION_STRING, "HLSL upscaled-snapshot height" }, { WINOPTION_SHADOW_MASK_ALPHA";fs_shadwa(0.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask alpha-blend value (1.0 is fully blended, 0.0 is no mask)" }, { WINOPTION_SHADOW_MASK_TEXTURE";fs_shadwt(0.0-1.0)", "aperture.png", OPTION_STRING, "shadow mask texture name" }, - { WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "320", OPTION_INTEGER, "shadow mask width, in phosphor dots" }, - { WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "240", OPTION_INTEGER, "shadow mask height, in phosphor dots" }, - { WINOPTION_SHADOW_MASK_USIZE";fs_shadwu(0.0-1.0)", "0.09375", OPTION_FLOAT, "shadow mask texture size in U direction" }, - { WINOPTION_SHADOW_MASK_VSIZE";fs_shadwv(0.0-1.0)", "0.109375", OPTION_FLOAT, "shadow mask texture size in V direction" }, - { WINOPTION_CURVATURE";fs_curv(0.0-4.0)", "0.03", OPTION_FLOAT, "screen curvature amount" }, + { WINOPTION_SHADOW_MASK_COUNT_X";fs_shadww", "6", OPTION_INTEGER, "shadow mask width, in phosphor dots" }, + { WINOPTION_SHADOW_MASK_COUNT_Y";fs_shadwh", "6", OPTION_INTEGER, "shadow mask height, in phosphor dots" }, + { WINOPTION_SHADOW_MASK_USIZE";fs_shadwu(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture size in U direction" }, + { WINOPTION_SHADOW_MASK_VSIZE";fs_shadwv(0.0-1.0)", "0.1875", OPTION_FLOAT, "shadow mask texture size in V direction" }, + { WINOPTION_SHADOW_MASK_UOFFSET";fs_shadwou(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset in U direction" }, + { WINOPTION_SHADOW_MASK_VOFFSET";fs_shadwov(-1.0-1.0)", "0.0", OPTION_FLOAT, "shadow mask texture offset in V direction" }, + { WINOPTION_CURVATURE";fs_curv(0.0-1.0)", "0.03", OPTION_FLOAT, "screen curvature amount" }, + { WINOPTION_ROUND_CORNER";fs_rndc(0.0-1.0)", "0.03", OPTION_FLOAT, "screen round corner amount" }, + { WINOPTION_REFLECTION";fs_ref(0.0-1.0)", "0.03", OPTION_FLOAT, "screen reflection amount" }, + { WINOPTION_VIGNETTING";fs_vig(0.0-1.0)", "0.03", OPTION_FLOAT, "image vignetting amount" }, /* Beam-related values below this line*/ - { WINOPTION_PINCUSHION";fs_pin(0.0-4.0)", "0.03", OPTION_FLOAT, "pincushion amount" }, { WINOPTION_SCANLINE_AMOUNT";fs_scanam(0.0-4.0)", "1.0", OPTION_FLOAT, "overall alpha scaling value for scanlines" }, { WINOPTION_SCANLINE_SCALE";fs_scansc(0.0-4.0)", "1.0", OPTION_FLOAT, "overall height scaling value for scanlines" }, { WINOPTION_SCANLINE_HEIGHT";fs_scanh(0.0-4.0)", "1.0", OPTION_FLOAT, "individual height scaling value for scanlines" }, |