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https://github.com/holub/mame
synced 2025-04-23 00:39:36 +03:00
NTSC fixes, nw
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@ -79,8 +79,8 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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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 + 0.5f / float2(RawWidth, RawHeight);
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Output.PrevCoord = Output.TexCoord + 0.5f / float2(RawWidth, RawHeight);
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Output.TexCoord = Input.TexCoord + 0.5f * InvTexSize;
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Output.PrevCoord = Output.TexCoord + 0.5f * InvTexSize;
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return Output;
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}
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@ -155,7 +155,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float2 CoordA = Input.Coord2.zw * RawDims;
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float2 CoordB = Input.Coord3.zw * RawDims;
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float W = WValue;
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float W = WValue * 2.0f;
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float T0 = Coord0.x + AValue * Coord0.y + BValue;
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float T1 = Coord1.x + AValue * Coord1.y + BValue;
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float T2 = Coord2.x + AValue * Coord2.y + BValue;
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@ -107,7 +107,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float2 Coord2 = (Input.Coord2.xy + float2(0.50f / RawWidth, 0.0f)) * Scaler;
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float2 Coord3 = (Input.Coord3.xy + float2(0.75f / RawWidth, 0.0f)) * Scaler;
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float W = WValue;
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float W = WValue * 2.0f;
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float T0 = Coord0.x + AValue * Coord0.y + BValue;
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float T1 = Coord1.x + AValue * Coord1.y + BValue;
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float T2 = Coord2.x + AValue * Coord2.y + BValue;
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