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* Fixed rotated source tile mode ImJezze2016-03-121-0/+0
| | | | - and corrected aperture texture name
* Merge pull request #15 from mamedev/master ImJezze2016-03-122-0/+121
|\ | | | | Sync to base master
| * Missed a few files (nw) Miodrag Milanovic2016-03-052-0/+121
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* | Fixed merge of remote-tracking branch 'refs/remotes/mamedev/master' ImJezze2016-02-213-0/+0
| | | | | | | | - unwanted additions and deletions
* | Merge remote-tracking branch 'refs/remotes/mamedev/master' ImJezze2016-02-213-0/+0
| | | | | | | | Second attempt
* | Quality and Performance improvements ImJezze2016-02-201-0/+0
|/ | | | | | | | | | | | | | | | | | | | | | - HLSL now uses NPOT sized target surfaces (breaks compatibility with graphics cards based on R300/R400/NV30 and older) - HLSL target surfaces now have the size of the screen canvas - removed HLSL pre-scale factor - HLSL now uses a sharp bilinear interpolation to pre-scale textures to screen canvas size, based on [Themaister's] implementation - improved overall performance (based on the previously required pre-scale factor, you might notice a 5-50% speed-up depending on your graphics card, more if you used a higher pre-scale factor) - improved shadow mask quality (pixel-perfect) in screen-mode - fixed half source texel offset of bloom level alignment - removed ./hlsl/artwork_support folder - all shaders after pre-scale are now based on screen coordinate (workaground, till both raster and vector pass can work on texture coordinates) - disabled distortion shader for more than one screen and for artworks in full mode, does not affect artworks in copped mode (workaground, till both raster and vector pass can work on texture coordinates) - moved compute_texture_size() from texture_info to texture_manager (nw)
* NTSC Refactoring and Options ImJezze2016-01-253-0/+0
| | | | | | | | | | | | | | - merged YIQ encode and decode pass into one NTSC pass - added options for most NTSC settings - reduced sample count to 64 - changed default O value to 0 - fit NTSC signal jitter between a reasonable limit of 0 and 1 - fit A and B value between a reasonable limit of -1 and 1 - fit scanline jitter between a reasonable limit of 0 and 1 - added hum bar simulation based on [MooglyGuy's] GLSL port of the mame shader pipeline - added monochrome-chessboard.png - added slot-mask-aligned.png (to simulate a TFT LCD)
* Extended Shadow Mask and Bloom functionality ImJezze2015-12-251-0/+0
| | | | | | | | | | | | - added shadow mask type option to choose between "Screen" and "Source" tile mode ("Screen" is the default as before) - added bloom type option to choose between "Addition" and "Darken" blend mode ("Addition" is the default as before) - the alpha channel of a shadow mask is now filled with the background color of the screen by the amount of the inverted alpha value - added monochrome-matrix.png which can be used in combination with "Source" tile mode and "Darken" blend mode to simulate a STN LCD, for example
* HLSL shader improvements ImJezze2015-05-034-0/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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
* HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere] Ryan Holtz2011-06-061-0/+0
| | | | | - Reworked default shadow mask settings, eliminating rainbow banding and matching reference shots more closely - Moved color power to occur after shadow mask, as it is intended to simulate nonlinear phosphor response - Added a variable-width notch filter to the Y channel in NTSC post-processing, eliminating luma banding on e.g. CoCo 2 and Apple II
* The art of destruction. (nw) Ryan Holtz2011-05-162-0/+0
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.