- 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
- 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
- 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 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
- 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
* except D, peekaboo crashes MAME then, but that might be another bug although D has so little in common with the rest it really doesn't belong in here anyway IMHO.
used in Takeda Shingen when you get the flashy sword (3rd powerup if you let them cycle)
hopefully this doesn't disagree with our priority handling, if it does, let me know.
* Needs raw screen parameters and calls from scanline timer to work properly
* Collision and completion bits generated correctly including duplicates
* Supports background and score display
* Generates audio tone from line frequency
* Probably hurts performance when rendering per frame