summaryrefslogtreecommitdiffstatshomepage
path: root/hlsl (follow)
Commit message (Collapse)AuthorAgeFilesLines
* HLSL bugfxes, nwn Ryan Holtz2011-05-242-1/+15
|
* Hopefully fixing the HLSL UV issue once and for all, nw Ryan Holtz2011-05-232-7/+8
|
* NTSC fixes, nw Ryan Holtz2011-05-233-4/+4
|
* NTSC fix, nwn Ryan Holtz2011-05-231-11/+28
|
* TortoiseSVN indicates these didn't get updated, this should finally nail ↵ Ryan Holtz2011-05-225-28/+28
| | | | down the texture border pixel stretching issue, nwn
* Fixing multiscreen games, nwn Ryan Holtz2011-05-224-8/+23
|
* HLSL: Added adjustable color carrier in YIQ processing mode. [Ryan Holtz, ↵ Ryan Holtz2011-05-223-47/+52
| | | | | Bat Country Entertainment] HLSL: Fixed resolution-change crash and likely D3D performance regression with -nohlsl on low-spec cards [Ryan Holtz, Bat Country Entertainment]
* Dot crawl tweak. nw Ryan Holtz2011-05-212-18/+45
|
* HLSL Improvements: [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-215-60/+59
| | | | | | - Added magnet deconvergence via a shader uniform - Improved phosphorescence - Improved YIQ codec
* Removing outdated performance-tuned HLSL shaders now that better performance ↵ Ryan Holtz2011-05-202-372/+0
| | | | tuning is available, nw
* Fixing a duplicated-texel issue in the HLSL shaders, nw Ryan Holtz2011-05-202-9/+5
|
* Fix for -noyiq issues, nw Ryan Holtz2011-05-201-8/+3
|
* HLSL Updates [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-203-49/+40
| | | | | - Re-worked render target handling to align pixels better, reducing unintentional blurring - Made major fixes to CVBS simulation, significantly increasing color saturation
* HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] Ryan Holtz2011-05-193-74/+358
| | | | | - 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 Holtz2011-05-182-30/+28
|
* HLSL Updates [Ryan Holtz, Bat Country Entertainment] Ryan Holtz2011-05-186-187/+779
| | | | | | | | - 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.
* Initial shader import (nw) Ryan Holtz2011-05-165-0/+817
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.