mame/hlsl
Ryan Holtz 1ec454197a HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere]
- Reworked default shadow mask settings, eliminating rainbow banding and matching reference shots more closely
- Moved color power to occur after shadow mask, as it is intended to simulate nonlinear phosphor response
- Added a variable-width notch filter to the Y channel in NTSC post-processing, eliminating luma banding on e.g. CoCo 2 and Apple II
2011-06-06 21:25:38 +00:00
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color.fx HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere] 2011-06-06 21:25:38 +00:00
deconverge.fx No whatsnew 2011-05-31 13:53:25 +00:00
focus.fx HLSL updates, nwn: 2011-05-27 23:24:53 +00:00
phosphor.fx No whatsnew 2011-05-31 13:53:25 +00:00
pincushion.fx Internal HLSL cleanup - removed aux texcoords, restored software vertex processing due to low-end cards not doing hardware vertex processing, removed unnecessary tristrip->trilist splitting. Restores D3D functionality on integrated chipsets and marginal cards. [Ryan Holtz, Ashura-X] 2011-05-24 18:28:54 +00:00
post.fx HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere] 2011-06-06 21:25:38 +00:00
prescale.fx No whatsnew 2011-05-31 13:53:25 +00:00
primary.fx Internal HLSL cleanup - removed aux texcoords, restored software vertex processing due to low-end cards not doing hardware vertex processing, removed unnecessary tristrip->trilist splitting. Restores D3D functionality on integrated chipsets and marginal cards. [Ryan Holtz, Ashura-X] 2011-05-24 18:28:54 +00:00
yiq_decode.fx HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere] 2011-06-06 21:25:38 +00:00
yiq_encode.fx Fix for performance regression and slider regression in HLSL, also re-enabling pixel prescaling in yiq_encode.fx. No whatsnew. 2011-06-03 14:38:59 +00:00