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author Vas Crabb <vas@vastheman.com>2020-10-27 12:00:36 +1100
committer Vas Crabb <vas@vastheman.com>2020-10-27 12:00:36 +1100
commit3c56452b07a41724a8d13d15a713746446291498 (patch)
treeefe4b77aa20c2ff528ee5f54848b6a41057aaa2f /web/esqpanel/vfx/FrontPanel.html
parent2637351cbd777eb10629bb2f8bc12eab08ab72a6 (diff)
Bump version to 0.226mame0226
Diffstat (limited to 'web/esqpanel/vfx/FrontPanel.html')
0 files changed, 0 insertions, 0 deletions
* Adding hlsl.txt to /docs Ryan Holtz2011-05-231-0/+1 | * Removing outdated performance-tuned HLSL shaders now that better performance ↵ Ryan Holtz2011-05-201-2/+0 | | | | tuning is available, nw * HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] Ryan Holtz2011-05-191-0/+2 | | | | | - The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning. - Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off. - More authentic NTSC dot crawl and bandwidth limiting. * Implemented multi-cart support to ST-V driver [Angelo Salese] Angelo Salese2011-05-181-0/+1 | * HLSL Updates [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-181-0/+4 | | | | | | | | - Potential fix for some crashing reported by John IV - Split color convolution and deconvergence into separate shaders for potential GPU savings down the line - Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed - Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. - Removed Edge Detection, as it was just for fun and can easily be added in by users if desired. - Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask. * Removed SMS, nw Angelo Salese2011-05-171-5/+0 | * Removed SG-1000, nw Angelo Salese2011-05-171-2/+0 | * The art of destruction. (nw) Ryan Holtz2011-05-161-0/+2 | | | | | Part II: Artwork. aperture.png: Based on Aaron's aperture_4x6 mask but with more prominent notching to bring out the "brick" pattern that was used on many period colour monitors, including the Commodore 1702 - which was, admittedly, not an arcade monitor, but it looks believable and can be changed. white.png: Default 8x8 255,255,255,255 texture. * Initial shader import (nw) Ryan Holtz2011-05-161-0/+5 | | | | | | | Focus: 8-sample blur that averages 7 samples around a center sample. Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass. Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions. Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN. Primary: Simple passthrough for UI and artwork. * "I'm sorry. Am I interrupting anything?" -- Lando Calrissian smf-2011-05-161-0/+2 | | | | Moved PlayStation IRQ code to sub device of the CPU. [smf] * Moved k053252 emulation into a separate file, nw Angelo Salese2011-05-151-0/+2 | * The codes changed, we need R2 -- Princess Leia smf-2011-05-141-0/+4 | | | Root counter & Serial I/O converted to internal CPU devices [smf] * Removed file not used anymore (no whatsnew) Miodrag Milanovic2011-05-131-2/+0 | * Removed stuff that is MESS-only, nw Angelo Salese2011-05-121-34/+0 | * Again Angelo Salese2011-05-121-3/+0 | * Dreamcast