- merged YIQ encode and decode pass into one NTSC pass
- added options for most NTSC settings
- reduced sample count to 64
- changed default O value to 0
- fit NTSC signal jitter between a reasonable limit of 0 and 1
- fit A and B value between a reasonable limit of -1 and 1
- fit scanline jitter between a reasonable limit of 0 and 1
- added hum bar simulation based on [MooglyGuy's] GLSL port of the mame
shader pipeline
- added monochrome-chessboard.png
- added slot-mask-aligned.png (to simulate a TFT LCD)
- fixed half texel offset
- readded usage of A value in encode/decode pass
- readded jitter of B value in encode/decode pass
- readded usage of P value in encode pass
- fixed not set O value uniform for decode pass
- removed duplicate YIQ option definition
- changed default of O value back to 1.0
- 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.