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* softlist: added a bunch of new dumps from misc sources. nw. Fabio Priuli2014-06-251-1/+15
* [MESS] pico.xml: added more dumps and more documentation. [Team Europe] Fabio Priuli2013-10-281-18/+21
* Cleanups and version bumpmame0150 Miodrag Milanovic2013-09-171-8/+8
* fixed copera softlist shortname (nw) Oliver Stöneberg2013-08-111-1/+1
* there were already some in the wrong list too (nw) David Haywood2013-08-111-3/+63
* add other known dumps from Team Europe David Haywood2013-08-111-0/+39
* missed this (nw) David Haywood2013-08-111-0/+18
*/ .highlight .k { color: #204a87; font-weight: bold } /* Keyword */ .highlight .l { color: #000000 } /* Literal */ .highlight .n { color: #000000 } /* Name */ .highlight .o { color: #ce5c00; font-weight: bold } /* Operator */ .highlight .x { color: #000000 } /* Other */ .highlight .p { color: #000000; font-weight: bold } /* Punctuation */ .highlight .ch { color: #8f5902; font-style: italic } /* Comment.Hashbang */ .highlight .cm { color: #8f5902; font-style: italic } /* Comment.Multiline */ .highlight .cp { color: #8f5902; font-style: italic } /* Comment.Preproc */ .highlight .cpf { color: #8f5902; font-style: italic } /* Comment.PreprocFile */ .highlight .c1 { color: #8f5902; font-style: italic } /* Comment.Single */ .highlight .cs { color: #8f5902; font-style: italic } /* Comment.Special */ .highlight .gd { color: #a40000 } /* Generic.Deleted */ .highlight .ge { color: #000000; font-style: italic } /* Generic.Emph */ .highlight .gr { color: #ef2929 } /* Generic.Error */ .highlight .gh { color: #000080; font-weight: bold } /* Generic.Heading */ .highlight .gi { color: #00A000 } /* Generic.Inserted */ .highlight .go { color: #000000; font-style: italic } /* Generic.Output */ .highlight .gp { color: #8f5902 } /* Generic.Prompt */ .highlight .gs { color: #000000; font-weight: bold } /* Generic.Strong */ .highlight .gu { color: #800080; font-weight: bold } /* Generic.Subheading */ .highlight .gt { color: #a40000; font-weight: bold } /* Generic.Traceback */ .highlight .kc { color: #204a87; font-weight: bold } /* Keyword.Constant */ .highlight .kd { color: #204a87; font-weight: bold } /* Keyword.Declaration */ .highlight .kn { color: #204a87; font-weight: bold } /* Keyword.Namespace */ .highlight .kp { color: #204a87; font-weight: bold } /* Keyword.Pseudo */ .highlight .kr { color: #204a87; font-weight: bold } /* Keyword.Reserved */ .highlight .kt { color: #204a87; font-weight: bold } /* Keyword.Type */ .highlight .ld { color: #000000 } /* Literal.Date */ .highlight .m { color: #0000cf; font-weight: bold } /* Literal.Number */ .highlight .s { color: #4e9a06 } /* Literal.String */ .highlight .na { color: #c4a000 } /* Name.Attribute */ .highlight .nb { color: #204a87 } /* Name.Builtin */ .highlight .nc { color: #000000 } /* Name.Class */ .highlight .no { color: #000000 } /* Name.Constant */ .highlight .nd { color: #5c35cc; font-weight: bold } /* Name.Decorator */ .highlight .ni { color: #ce5c00 } /* Name.Entity */ .highlight .ne { color: #cc0000; font-weight: bold } /* Name.Exception */ .highlight .nf { color: #000000 } /* Name.Function */ .highlight .nl { color: #f57900 } /* Name.Label */ .highlight .nn { color: #000000 } /* Name.Namespace */ .highlight .nx { color: #000000 } /* Name.Other */ .highlight .py { color: #000000 } /* Name.Property */ .highlight .nt { color: #204a87; font-weight: bold } /* Name.Tag */ .highlight .nv { color: #000000 } /* Name.Variable */ .highlight .ow { color: #204a87; font-weight: bold } /* Operator.Word */ .highlight .pm { color: #000000; font-weight: bold } /* Punctuation.Marker */ .highlight .w { color: #f8f8f8 } /* Text.Whitespace */ .highlight .mb { color: #0000cf; font-weight: bold } /* Literal.Number.Bin */ .highlight .mf { color: #0000cf; font-weight: bold } /* Literal.Number.Float */ .highlight .mh { color: #0000cf; font-weight: bold } /* Literal.Number.Hex */ .highlight .mi { color: #0000cf; font-weight: bold } /* Literal.Number.Integer */ .highlight .mo { color: #0000cf; font-weight: bold } /* Literal.Number.Oct */ .highlight .sa { color: #4e9a06 } /* Literal.String.Affix */ .highlight .sb { color: #4e9a06 } /* Literal.String.Backtick */ .highlight .sc { color: #4e9a06 } /* Literal.String.Char */ .highlight .dl { color: #4e9a06 } /* Literal.String.Delimiter */ .highlight .sd { color: #8f5902; font-style: italic } /* Literal.String.Doc */ .highlight .s2 { color: #4e9a06 } /* Literal.String.Double */ .highlight .se { color: #4e9a06 } /* Literal.String.Escape */ .highlight .sh { color: #4e9a06 } /* Literal.String.Heredoc */ .highlight .si { color: #4e9a06 } /* Literal.String.Interpol */ .highlight .sx { color: #4e9a06 } /* Literal.String.Other */ .highlight .sr { color: #4e9a06 } /* Literal.String.Regex */ .highlight .s1 { color: #4e9a06 } /* Literal.String.Single */ .highlight .ss { color: #4e9a06 } /* Literal.String.Symbol */ .highlight .bp { color: #3465a4 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #000000 } /* Name.Function.Magic */ .highlight .vc { color: #000000 } /* Name.Variable.Class */ .highlight .vg { color: #000000 } /* Name.Variable.Global */ .highlight .vi { color: #000000 } /* Name.Variable.Instance */ .highlight .vm { color: #000000 } /* Name.Variable.Magic */ .highlight .il { color: #0000cf; font-weight: bold } /* Literal.Number.Integer.Long */
//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------

texture Diffuse;

sampler DiffuseSampler = sampler_state
{
	Texture   = <Diffuse>;
	MipFilter = LINEAR;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	AddressU = CLAMP;
	AddressV = CLAMP;
	AddressW = CLAMP;
};

texture LastPass;

sampler PreviousSampler = sampler_state
{
	Texture   = <LastPass>;
	MipFilter = LINEAR;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	AddressU = CLAMP;
	AddressV = CLAMP;
	AddressW = CLAMP;
};

//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------

struct VS_OUTPUT
{
	float4 Position : POSITION;
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
	float2 PrevCoord : TEXCOORD1;
};

struct VS_INPUT
{
	float3 Position : POSITION;
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
};

struct PS_INPUT
{
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
	float2 PrevCoord : TEXCOORD1;
};

//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------

uniform float TargetWidth;
uniform float TargetHeight;

uniform float TextureWidth;
uniform float TextureHeight;

uniform float Passthrough;

VS_OUTPUT vs_main(VS_INPUT Input)
{
	VS_OUTPUT Output = (VS_OUTPUT)0;
	
	Output.Position = float4(Input.Position.xyz, 1.0f);
	Output.Position.x /= TargetWidth;
	Output.Position.y /= TargetHeight;
	Output.Position.y = 1.0f - Output.Position.y;
	Output.Position.x -= 0.5f;
	Output.Position.y -= 0.5f;
	Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
	Output.Color = Input.Color;
	
	float2 InvTexSize = float2(1.0f / TextureWidth, 1.0f / TextureHeight);
	Output.TexCoord = Input.TexCoord + float2(0.5f, 0.5f) * InvTexSize;
	Output.PrevCoord = Output.TexCoord;
	
	return Output;
}

//-----------------------------------------------------------------------------
// Simple Pixel Shader
//-----------------------------------------------------------------------------

uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);

float4 ps_main(PS_INPUT Input) : COLOR
{
	float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
	float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(Phosphor.r, Phosphor.g, Phosphor.b);
	
	float RedMax = max(CurrPix.r, PrevPix.r);
	float GreenMax = max(CurrPix.g, PrevPix.g);
	float BlueMax = max(CurrPix.b, PrevPix.b);

	return lerp(float4(RedMax, GreenMax, BlueMax, CurrPix.a), CurrPix, Passthrough);
}

//-----------------------------------------------------------------------------
// Simple Effect
//-----------------------------------------------------------------------------

technique TestTechnique
{
	pass Pass0
	{
		Lighting = FALSE;

		Sampler[0] = <DiffuseSampler>;
		Sampler[1] = <PreviousSampler>;

		VertexShader = compile vs_2_0 vs_main();
		PixelShader  = compile ps_2_0 ps_main();
	}
}