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https://github.com/holub/mame
synced 2025-10-05 08:41:31 +03:00
Fix for -noyiq issues, nw
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@ -69,9 +69,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.Position.y -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.Color = Input.Color;
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float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
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Output.TexCoord = Input.TexCoord;
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float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
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Output.TexCoord = lerp(Input.TexCoord, TexCoord, YIQEnable);
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Output.ExtraInfo = Input.ExtraInfo;
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Output.ExtraInfo = Input.ExtraInfo;
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return Output;
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return Output;
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@ -111,7 +109,7 @@ uniform float BluPower = 2.2f;
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float4 ps_main(PS_INPUT Input) : COLOR
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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{
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord - 0.5f / float2(RawWidth, RawHeight));
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float3 OutRGB = BaseTexel.rgb;
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float3 OutRGB = BaseTexel.rgb;
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@ -138,10 +136,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
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// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
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OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
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OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
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// -- Final Pixel --
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return float4(OutRGB, 1.0f);
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float4 Output = lerp(Input.Color, float4(OutRGB, BaseTexel.a) * Input.Color, Input.ExtraInfo.x);
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return Output;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -2495,7 +2495,7 @@ static void primitive_flush_pending(d3d_info *d3d)
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/* Scanlines and shadow mask */
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/* Scanlines and shadow mask */
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curr_effect = d3d->post_effect;
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curr_effect = d3d->post_effect;
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(*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture3);
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(*d3dintf->effect.set_texture)(curr_effect, "Diffuse", poly->texture->d3dtexture0);
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result = (*d3dintf->device.set_render_target)(d3d->device, 0, backbuffer);
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result = (*d3dintf->device.set_render_target)(d3d->device, 0, backbuffer);
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if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 5\n", (int)result);
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if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device set_render_target call 5\n", (int)result);
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