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