path: root/hlsl/phosphor.fx
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* more HLSL cleanup, part e of pi (nw)GravatarGravatar Ryan Holtz2013-08-301-4/+2
* minor shader cleanup, nwGravatarGravatar Ryan Holtz2013-08-281-8/+5
* MAME Testers bugs fixed: 5201, 5202GravatarGravatar Ryan Holtz2013-05-221-0/+1
| | | | | | | | - HLSL changes: [MooglyGuy] * Upped vertex buffer size to 64k verts, fixes assert in starwars and alphaone, please include the printed error message in any subsequent encounterings of the assert. * Improved vector rendering (beam width 1.5 suggested) * Ducked raster bloom default to 0.225 to reduce washout
* - "And he did give them CRT bloom, and it scorched their eyes so; and they weptGravatarGravatar Ryan Holtz2013-05-191-2/+2
| | | | | | | | | | | | openly, for there was nothing left to see with" [MooglyGuy] * Enabled vector bloom and associated .ini controls * Added raster bloom and associated .ini controls, each bloom "level" is the linear weight of successively half-sized render targets * Removed D3D8 mode * Mass renaming in D3D renderer to use namespaces, initial planning step to HAL-based renderer implementation on Windows (i.e., GL on Windows) * Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes * Added batching of vectors for possible speed increase * Minor cleanup of shader state setting
* (nw) Fixed sliders and phosphor offsetGravatarGravatar Ryan Holtz2013-02-281-1/+1
* d3dhlsl.c: Add preliminary vector post-processing. [MooglyGuy]GravatarGravatar Ryan Holtz2013-01-211-7/+1
* HLSL "Hurricain't Keep A Good Dev Down" Bugfix Extravaganza: [Ryan Holtz, BatGravatarGravatar Ryan Holtz2011-08-281-3/+11
| | | | | | | | | Country Entertainment] - Created two flags, -hlsl_ini_write and -hlsl_ini_read. The former enables custom HLSL INI writing explicitly, the other enables loading of the same. - Fixed disappearing aperture effect when using custom INI files. - Fixed diagonal seam on some games, for serious real this time - Fixed phosphor simulation, now works as expected
* Fix hlsl phosphor decay [nimitz]GravatarGravatar Jonathan Gevaryahu2011-07-291-4/+2
* No whatsnewGravatarGravatar Ryan Holtz2011-05-311-2/+2
| | | Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
* Fixed scanlines, nwn. This took much longer to fix than it should have. :[GravatarGravatar Ryan Holtz2011-05-311-2/+2
* Fixing some scanline-alignment issues.GravatarGravatar Ryan Holtz2011-05-311-1/+1
* No whatnsew: Really, really, really fixed the remaining pixel alignment and ↵GravatarGravatar Ryan Holtz2011-05-281-1/+1
| | | | UV clamping issues. Tested Gradius, Pac-Man, Mr. Do, and Stompin' with no observed issues. Gradius, in particular, is a good test case as the bottom row of its "Credits" readout lies on the bottom row of pixels, and the scrolling starfield allows visual verification of the X extents as they scroll on and off.
* HLSL updates, nwn:GravatarGravatar Ryan Holtz2011-05-271-6/+6
| | | - Favor bilinear sampling on X and point sampling on Y. Best of both worlds.
* HLSL Updates: [Ryan Holtz, Bat Country Entertainment]GravatarGravatar Ryan Holtz2011-05-271-6/+6
| | | | - Switched to point-sampling through most of the shader chain to avoid non-intentional pixel smearing - Corrected alignment and scaling on the shadow mask and scanlines; dramatically reduces rainbow banding at non-oversampled resolutions.
* Internal HLSL cleanup - removed aux texcoords, restored software vertex ↵GravatarGravatar Ryan Holtz2011-05-241-1/+0
| | | | processing due to low-end cards not doing hardware vertex processing, removed unnecessary tristrip->trilist splitting. Restores D3D functionality on integrated chipsets and marginal cards. [Ryan Holtz, Ashura-X]
* NTSC fixes, nwGravatarGravatar Ryan Holtz2011-05-231-2/+2
* TortoiseSVN indicates these didn't get updated, this should finally nail ↵GravatarGravatar Ryan Holtz2011-05-221-2/+2
| | | | down the texture border pixel stretching issue, nwn
* HLSL Improvements: [Ryan Holtz, Bat Country Entertainment]GravatarGravatar Ryan Holtz2011-05-211-3/+1
| | | | | | - Added magnet deconvergence via a shader uniform - Improved phosphorescence - Improved YIQ codec
* Initial shader import (nw)GravatarGravatar Ryan Holtz2011-05-161-0/+126
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.