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* NTSC Refactoring and Options ImJezze2016-01-254-219/+134
| | | | | | | | | | | | | | - merged YIQ encode and decode pass into one NTSC pass - added options for most NTSC settings - reduced sample count to 64 - changed default O value to 0 - fit NTSC signal jitter between a reasonable limit of 0 and 1 - fit A and B value between a reasonable limit of -1 and 1 - fit scanline jitter between a reasonable limit of 0 and 1 - added hum bar simulation based on [MooglyGuy's] GLSL port of the mame shader pipeline - added monochrome-chessboard.png - added slot-mask-aligned.png (to simulate a TFT LCD)
* Fixed YIQ passes ImJezze2016-01-092-74/+115
| | | | | | | | | | - fixed half texel offset - readded usage of A value in encode/decode pass - readded jitter of B value in encode/decode pass - readded usage of P value in encode pass - fixed not set O value uniform for decode pass - removed duplicate YIQ option definition - changed default of O value back to 1.0
* Refactored color converge ImJezze2016-01-091-40/+52
| | | | | | | | - color converge is now independent from ratio - the radial converge now "translates" the most outer pixel as thay would be translated by the linar converge with the same amount - color converge is now limited to a maximum of 10 - added color converge pass to vector rendering
* Refactoring (nw) ImJezze2016-01-032-72/+76
| | | | - restructured bloom level size and weight uniforms
* Refactoring ImJezze2015-12-315-65/+33
| | | | | | | | | | | | - replaced shader parameters OrientationSwapXY xor RotationSwapXY by SwapXY - made shader parameters SourceDims, SourceRect, TargetDims, ScreenDims, QuadDims and SwapXY available for all shaders - color convolution, defocus and phosphor pass will now be skipped if all influencing parameters are 0 - removed unused bloom_texture and bloom_target arrays from cache_target class - fixed half texel offset in prescale.fx
* Cleanup (nw) ImJezze2015-12-3116-217/+122
| | | | - removed unused pincushion.fx
* Cleanup (nw) ImJezze2015-12-265-24/+28
| | | | | | - renamed shadow_mask_type to shadow_mask_tile_mode - renamed bloom_type to bloom_blend_mode - implemented "Source" shadow mask tile mode for artwork_support/post.fx
* Extended Shadow Mask and Bloom functionality ImJezze2015-12-253-57/+102
| | | | | | | | | | | | - added shadow mask type option to choose between "Screen" and "Source" tile mode ("Screen" is the default as before) - added bloom type option to choose between "Addition" and "Darken" blend mode ("Addition" is the default as before) - the alpha channel of a shadow mask is now filled with the background color of the screen by the amount of the inverted alpha value - added monochrome-matrix.png which can be used in combination with "Source" tile mode and "Darken" blend mode to simulate a STN LCD, for example
* Fixed HLSL for LCD screen type ImJezze2015-12-241-3/+2
| | | | | | - fixed wrong detection of vector screen, which meant that a LCD screen was also detected as vector screen - re-enabled scan-line and other CRT related sliders for LCD screens
* Made defocus strength equal for x/y and independent from screen size ImJezze2015-12-201-50/+51
| | | | | | | | - defocus is now independent from screen size and ratio - horizontal and vertical defocus now have the same strength - replaced asymmetric defocus kernel by a symmetric kernel - defocus is now limited to a maximum of 10 - added shader uniforms for orientation and rotation settings
* Cleanup (nw) ImJezze2015-11-181-1/+1
| | | | - removed some tabs at line ends
* Cleanup ImJezze2015-11-181-1/+1
| | | | | | | | - fixed not used HLSL settings from <custom>.ini if MAME was started without driver parameter - removed default values from HLSL sliders, the defaults here are more like null values to hint when an effect would be disable - slightly changed default HLSL settings
* Changed screen adjustment for HLSL ImJezze2015-11-172-6/+78
| | | | | | | | - screen adjustment (scale, offset) can now be handled by the respective render API itself (default behavior is as before) - D3D (if HLSL) is activated handles screen adjustment by itself within the shader, which fixes the odd behavior of some effects (e.g. round corners) when screen scale and offset is used
* Cleanup ImJezze2015-11-071-2/+3
| | | | | | - removed duplicate prescale fields - made visibility of HLSL options depending on screen type - disabled scanlines for LCD screen type
* Cleanup ImJezze2015-10-261-1/+1
| | | | | - some renamings - reverted one unwanted change in vector.fx
* Fixed Vector Intensity and Flicker ImJezze2015-10-251-9/+13
| | | | | | - fixed vector intensity in vector.fx - fixed vector flicker in vector.c - change range of vector flicker option from 0 - 100 to 0.00 - 1.00
* Small Fixes ImJezze2015-10-202-16/+21
| | | | | | - fixed position of reflection effect for vector graphics - fixed size of rounded corners - fixed very small black border
* Fixed Aspect Ratios ImJezze2015-10-191-10/+11
| | | | - fixed aspect ratios in special post.fx shader for artwork support
* Artwork Support ImJezze2015-10-184-3/+579
| | | | | | | - added special post.fx and distortion.fx shader, which support enabled artworks, but they cannot apply some of the previously implemented corrections (e.g. bloom staircase artifacts when screen is curved, elliptic rounded corners when aspect ratio is not 4:3)
* Cleanup ImJezze2015-10-181-41/+35
| | | | | | | - changed default values of curvature, vignetting, reflection, round corner and smooth border to 0 - reverted compute_size_subroutine() back to non static - removed some test code
* Bloom Overdrive ImJezze2015-10-101-1/+12
| | | | | | | - added experimental bloom overdrive effect and options, this effect allows to overdrive pure colors like red, green and blue to become more brighter - added lcd.ini to parse_standard_inis()
* Smooth Borders ImJezze2015-10-091-3/+3
| | | | | | | | - enabled smooth border effect and added option, its amount is limited by the amount of rounded corners - added raster.ini to parse_standard_inis() - merged vector and raster bloom options, use vector.ini or raster.ini to distinguish
* Small fixes ImJezze2015-10-042-23/+15
| | | | | | | - fixed defocus strength with difference prescales - removed default screen ratio of 4:3, ratio is now based on the screen quad size - reverted some space to tab changes
* Refactoring, Fixes and Cleanup ImJezze2015-09-267-269/+437
| | | | | | | | | | | | | | | | | - added distortion pass, which is applied after the bloom pass - moved vignetting, curvature, round corners and reflection effect to distortion pass - disabled distortion pass for multi screens and activated artworks due to not yet fixed misalignments - disabled scanlines for vector rendering in post pass shader - removed prescale knowledge from downsample, bloom and post pass shader - fixed half pixel offset in most shaders - fixed position of reflection effect when screen is rotated or flipped - fixed roundness of round corners in any aspect ratio - fixed shadow mask bleeding (nearly completly) - added bounds() and screen_bounds() getter to layout_view - added current_view() getter to render_target - some cleanup and refactoring
* Refactoring and Fixes ImJezze2015-08-026-57/+50
| | | | | | | | | | | | | | - removed position offset in post.fx - fixed texture offset caused by 0th level of bloom.fx - fixed texture offset caused by focus.fx - changed Passthrough parameter in phosphor.fx to boolean - simplified defocus pass function and calling it twice - removed CU_PHOSPHOR_IGNORE (Passthrough) uniform, which was only used in phosphor pass function and is now directly set - added CU_TARGET_DIMS (TargetDims) uniform based on the current render target - fixed missing Prescal parameter in downsample pass function - some code cleanup
* Vector curvature correction ImJezze2015-07-191-23/+45
| | | | | - corrected vector curvature on x-axis when screen dims and render target dims differ (there is still a difference on y-axis)
* Post Pass effects for Vector rendering ImJezze2015-07-121-2/+6
| | | | | | - added support for post pass effects for vector rendering (does not work properly in full screen mode, yet) - made texture_info::compute_size_subroutine() function public static
* Refactoring ImJezze2015-07-114-146/+20
| | | | | | | | - separated downsample pass and bloom pass into two function calls - removed/replaced simple.fx by using primary.fx to render on screen - changed PostPass parameter of primary.fx to boolean - simplified bloom.fx and downsample.fx, Prescale parameter is now set correctly from outside depending on raster/vector rendering
* Fixed misaligned scanlines with odd resolutions ImJezze2015-05-301-1/+1
| | | | | - fixed misaligned scanline with odd resolutions caused by centered coordinates
* Merge pull request #190 from ImJezze/master David Haywood2015-05-271-42/+43
|\ | | | | Changed vignetting and fixed rounded corners
| * Quick fix ImJezze2015-05-241-0/+3
| | | | | | | | - something was messed up on the last commit
| * Fixed roundness of rouned corners ImJezze2015-05-241-29/+29
| | | | | | | | | | | | | | - fixed roundness of rounded corners; the default aspect ratio of 4:3 should not be stretched anymore when the source has another ratio - disabled blurring of rounded corners - some cleanup
| * Changed vignetting simulation ImJezze2015-05-221-15/+13
| | | | | | | | | | - removed screen ratio influence - changed radius, blur and intensity
* | update in agreement with ImJezze (nw) Miodrag Milanovic2015-05-245-5/+5
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* Fixed black border ImJezze2015-05-151-21/+19
| | | | | - fixed black border on the right and bottom side of the screen, caused by the previously added rounded corners
* added licenses to hlsl files (nw) Miodrag Milanovic2015-05-1214-0/+28
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* Fixed Curvature zoom ImJezze2015-05-101-8/+14
| | | | - fixed curvature zoom to fit the screen size in any aspect ratio
* Fixed automatic Shadow Mask rotation ImJezze2015-05-091-0/+1
| | | | - added missing RotationSwapXY shader paramter
* Fixed automatic Shadow Mask rotation ImJezze2015-05-091-22/+38
| | | | | | - fixed usage of OrientationSwapXY shader parameter - added RotationSwapXY shader parameters to consider the user defined screen rotation
* HLSL shader improvements ImJezze2015-05-035-130/+500
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - changed shadow mask implementation, shadow count XY now represent the number of pixel the shadow UV sized tiles will take on the screen - implemented rotation of the shadow mask texture depending on the default landscape or portrait view of the screen - removed prescale and pixel border of the shadow mask texture - added option to change the shadow UV offset, to reduce the color bleeding of the shadow mask - adjusted presets to work with the changed mask implementation - reduced defocus offset - improved downsampling for better blurring - improved alignment of bloom layers (raster and vector) - applied bloom effect to the render output of screenshot and AVI recording - changed curvature effect to fit screen size - changed scanlines to be not rendered into bloom layers - changed shadow mask to be not rendered into bloom layers - changed color floor to not light the bloom layers - changed shadow mask to not dark the color floor - added image vignetting simulation and option - added round screen corner simulation and option - added screen light reflection simulation and option - made usage of unused brightness offset (additive) - removed unused pincushion option - removed duplicate shadow count Y options - removed artwork/adapture.png - added artwork/adapture-grill.png - added artwork/shadow-mask.png - added artwork/slot-mask.png - added hlsl/simple.fx - removed unused shaders::blit() function - added shaders::screen_pass() function, which handles the (raster-)rendering on screen, into screenshot and AVI recording - added effect:set_bool() function
* - Fixed bloom misalignment with HLSL. [MooglyGuy] Ryan Holtz2014-04-081-14/+35
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* This revert (r26927), as requested by author, fixes the regression of ↵ Scott Stone2014-01-242-249/+248
| | | | missing graphics for vector games using HLSL. Also reverted patch in code (r27063) to deal with "roundf" for pre-vs2013 compilers - which is no longer needed. (nw)
* - Fix for pixel gaps between multi-screen games in HLSL mode. [MooglyGuy] Ryan Holtz2014-01-042-248/+249
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* Reduce smearing on hlsl prescale [MooglyGuy] Jonathan Gevaryahu2013-11-241-3/+3
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* more HLSL cleanup, part e of pi (nw) Ryan Holtz2013-08-306-63/+51
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* uniform consolidation, nw Ryan Holtz2013-08-297-57/+39
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* minor shader cleanup, nw Ryan Holtz2013-08-288-72/+32
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* -Restructured NTSC encode/decode shaders for better readability. [MooglyGuy] Ryan Holtz2013-08-253-100/+88
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* Fix raster_bloom_scale and vector_bloom_scale, nw Ryan Holtz2013-05-221-11/+9
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* fix composite ntsc shaders, nw Ryan Holtz2013-05-223-49/+31
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