| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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
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* 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
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- 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
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- less blurry, less glowing
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- 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
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- 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
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- added lcd-matrix.ini and vector-mono.ini
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