Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Fixing multiscreen games, nwn | Ryan Holtz | 2011-05-22 | 1 | -1/+1 |
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* | Fixing a duplicated-texel issue in the HLSL shaders, nw | Ryan Holtz | 2011-05-20 | 1 | -1/+1 |
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* | Fix for -noyiq issues, nw | Ryan Holtz | 2011-05-20 | 1 | -8/+3 |
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* | HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] | Ryan Holtz | 2011-05-19 | 1 | -74/+16 |
| | | | | | - 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. | ||||
* | Fixed chroma subsampling in color_heavy.fx and color.fx, nw | Ryan Holtz | 2011-05-18 | 1 | -15/+14 |
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* | HLSL Updates [Ryan Holtz, Bat Country Entertainment] | Ryan Holtz | 2011-05-18 | 1 | -0/+219 |
- 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. |