mame/bgfx/effects/hlsl/chroma.json
Westley M. Martinez b5a54b761c HLSL Color Transforms and 3D LUT (#4043)
* Remove broken scanline uniform from post_pass

* Add 3D LUT to HLSL

* Allow individual LUTs for screen and UI

* WIP: Port 3D LUT to BGFX

* Finish porting LUT to BGFX

* Add individual phosphor color conversion for HLSL
	new file:   hlsl/chroma.fx
		Shader for converting xyY3 to sRGB
	modified:   hlsl/phosphor.fx
		Minor changes to emphasize idea that phosphors are color
agnostic
	modified:   hlsl/post.fx
		Conversion from signal RGB to xyY3
	modified:   src/osd/modules/render/d3d/d3dhlsl.cpp
	modified:   src/osd/modules/render/d3d/d3dhlsl.h
	modified:   src/osd/windows/winmain.cpp
	modified:   src/osd/windows/winmain.h

* Add phosphor examples and update presets

* Port phosphor color shaders to BGFX

* Fix missing newlines at EOF
2018-10-07 11:42:30 -04:00

34 lines
1.0 KiB
JSON

// license:BSD-3-Clause
// copyright-holders:W. M. Martinez
//============================================================
//
// chroma.json: Phosphor chromaticity conversion
//
//============================================================
{
"blend": {
"equation": "add",
"srcColor": "srcalpha",
"dstColor": "1-srcalpha",
"srcAlpha": "srcalpha",
"dstAlpha": "1-srcalpha"
},
"depth": {
"function": "always"
},
"cull": { "mode": "none" },
"write": {
"rgb": true,
"alpha": true
},
"vertex": "chains/hlsl/vs_chroma",
"fragment": "chains/hlsl/fs_chroma",
"uniforms": [
{ "name": "s_tex", "type": "int", "values": [ 0.0 ] },
{ "name": "u_y_gain", "type": "vec4", "values": [ 0.2124, 0.7011, 0.0866, 0.0 ] },
{ "name": "u_chroma_a", "type": "vec4", "values": [ 0.630, 0.340, 0.0, 0.0 ] },
{ "name": "u_chroma_b", "type": "vec4", "values": [ 0.310, 0.595, 0.0, 0.0 ] },
{ "name": "u_chroma_c", "type": "vec4", "values": [ 0.155, 0.070, 0.0, 0.0 ] }
]
}