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* Revert "New phosphor persistence shaders for HLSL" R. Belmont2017-01-051-3/+1
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* Change cached texture format to floating point. Westley M. Martinez2017-01-041-2/+2
| | | | | | | | | | | | hlsl/phosphor.fx: Remove hacks ini/presets/raster.ini, ini/presets/vector-mono.ini, ini/presets/vector.ini: Tweak presets src/osd/modules/render/d3d/d3dcomm.h, src/osd/modules/render/d3d/d3dhlsl.cpp, src/osd/modules/render/drawd3d.cpp: Change cache texture format to floating point for precise for phosphor and ghosting shaders.
* Add LCD ghosting shader for Direct3D Westley M. Martinez2017-01-021-2/+2
| | | | | | | | | | | | | | | | | hlsl/ghosting.fx: Add LCD ghosting shader hlsl/phosphor.fx: Remove LCD logic ini/presets/gameboy.ini, ini/presets/gba.ini, ini/presets/lcd-matrix.ini, ini/presets/lcd.ini, ini/presets/raster.ini, ini/presets/vector.ini: Update presets src/osd/modules/render/d3d/d3dhlsl.cpp, src/osd/modules/render/d3d/d3dhlsl.h: Add LCD shader and sliders. Allow sliders to be adjusted for R, G, and B components. src/osd/windows/winmain.cpp, src/osd/windows/winmain.h: Add LCD ghosting options.# Please enter the commit message for your changes. Lines starting
* Tweak phosphor parameter scaling, update presets. Westley M. Martinez2016-12-301-2/+2
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* Update presets for new persistence shaders. Westley M. Martinez2016-12-291-1/+3
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* Procedural texture for vectors in HLSL ImJezze2016-06-051-2/+2
| | | | | | * added simple procedural texture for vectors with rounded line ends and beam smoothness * added optional -vector_beam_smooth option * removed -antialias option, antialiasing is now always applied, except for plain D3D
* Normalized vector attenuation settings ImJezze2016-05-221-2/+2
| | | | | | - vector_length_ratio is now independent from screen size - changed vector_length_ratio range from [0.0, 1000.0] to [0.0, 1.0] - updated display name and description of vector_length_scale vector_length_ratio
* Equalized options of HLSL and BGFX HLSL chain ImJezze2016-05-051-4/+4
| | | | | - removed POT texture size from shadow mask in HLSL, U/V size is now simply the percentage of the actual texture size - adjusted display names of options
* Refactored distortion pass ImJezze2016-04-191-1/+3
| | | | | | - separated curvature parameter into distortion, cubic_distortion and distort_corner - distortion and cubic_distortion can be negative, to compensate each other - distort_corner is intependent from the image distortion
* Moved presets to subfolder (nw) ImJezze2016-03-281-0/+69
- added lcd-matrix.ini and vector-mono.ini