mame/hlsl
2011-06-02 06:22:09 +00:00
..
color.fx Moved "color floor" functionality to occur after scanlines but before shadow mask. Scanlines look much better and no longer cut black lines through the shadow mask. No whatsnew. 2011-05-30 21:40:25 +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 No whatsnew 2011-05-31 13:53:25 +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 Split HLSL code into a separate file, d3dhlsl.c/.h. Also split drawd3d.c into a couple of headers. [Ryan Holtz, Bat Country Entertainment] 2011-06-02 06:22:09 +00:00
yiq_encode.fx NWN: Fixing the NTSC codec. Oops. 2011-05-31 14:43:47 +00:00