summaryrefslogtreecommitdiffstatshomepage
path: root/hlsl (follow)
Commit message (Expand)AuthorAgeFilesLines
* HLSL Color Transforms and 3D LUT (#4043) Westley M. Martinez2018-10-074-78/+258
* HLSL: Move scanline to occur before defocus W. M. Martinez2018-09-142-40/+176
* Revert "New phosphor persistence shaders for HLSL" R. Belmont2017-01-052-200/+11
* Change cached texture format to floating point. Westley M. Martinez2017-01-041-8/+1
* Add LCD ghosting shader for Direct3D Westley M. Martinez2017-01-022-25/+180
* Tweak phosphor parameter scaling, update presets. Westley M. Martinez2016-12-301-1/+1
* Scale and phosphor persistence sliders. Westley M. Martinez2016-12-301-8/+11
* Add gamma correction for proper impulse response. Westley M. Martinez2016-12-301-1/+5
* Remove phosphor burn-in. Westley M. Martinez2016-12-301-0/+7
* Implement LCD persistence shader. Westley M. Martinez2016-12-291-5/+12
* Implement new phosphor shader. Westley M. Martinez2016-12-291-9/+29
* Fix phosphor shader to work properly for multi-screen games and Westley M. Martinez2016-12-121-5/+5
* Fix phosphor persistence shader behavior based on time. Westley M. Martinez2016-12-111-4/+8
* Reduced defocus effect to one pass (HLSL/BGFX) Jezze2016-10-221-24/+26
* Disabled clearing of render targets in several passes (HLSL) Jezze2016-10-222-22/+23
* Fixed aspect ratio of rounded corners (nw) Jezze2016-09-291-11/+12
* Fixed several small issues in HLSL/BGFX Jezze2016-09-285-37/+70
* - already fixed scanline issue also applied for swapped orientation (nw) Jezze2016-08-132-10/+11
* Small shader corrections (nw) ImJezze2016-06-203-6/+6
* Fixed scanlines if the screen output is less than twice the size of the host ... ImJezze2016-06-061-2/+8
* Procedural texture for vectors in HLSL ImJezze2016-06-052-17/+54
* Normalized vector attenuation settings ImJezze2016-05-221-15/+13
* Fixed half texel offset of 'source' shadow mask tile mode ImJezze2016-05-051-1/+3
* Added "selection" parameter to chain input sampler ImJezze2016-04-241-1/+0
* Small fixes (nw) ImJezze2016-04-221-9/+9
* Implemented handling for u_screen_scale and u_screen_offset (nw) ImJezze2016-04-211-1/+1
* Refactored BGFX distortion pass (nw) ImJezze2016-04-191-4/+4
* Refactored distortion pass ImJezze2016-04-191-11/+28
* Removed hacks for vector screens from shaders (nw) ImJezze2016-04-136-64/+19
* Get NTSC working in both bgfx and d3d, nw therealmogminer@gmail.com2016-03-291-17/+9
* Refactored Bloom ImJezze2016-03-281-125/+199
* Added oversampling option ImJezze2016-03-251-2/+0
* Scanline Variation ImJezze2016-03-151-3/+4
* Cleanup (nw) ImJezze2016-03-131-2/+2
* Fixed mask orientation for vector screen ImJezze2016-03-121-3/+12
* Fixed rotated source tile mode ImJezze2016-03-121-3/+3
* Refactoring of render targes and vector texture coordinates ImJezze2016-03-1210-145/+133
* Cleanup primary.fx ImJezze2016-02-282-24/+84
* Bloom refactoring ImJezze2016-02-253-37/+44
* Quality and Performance improvements ImJezze2016-02-2011-763/+141
* Fixed Bloom Level Alignment ImJezze2016-02-073-19/+22
* Improved Scanline Simulation ImJezze2016-02-072-20/+32
* Fixed missing const (nw) ImJezze2016-01-261-0/+1
* Cleanup (nw) ImJezze2016-01-261-13/+14
* NTSC Refactoring and Options ImJezze2016-01-254-219/+134
* Fixed YIQ passes ImJezze2016-01-092-74/+115
* Refactored color converge ImJezze2016-01-091-40/+52
* Refactoring (nw) ImJezze2016-01-032-72/+76
* Refactoring ImJezze2015-12-315-65/+33
* Cleanup (nw) ImJezze2015-12-3116-217/+122