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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
50 lines
2.5 KiB
JSON
50 lines
2.5 KiB
JSON
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//============================================================
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//
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// post.json: Hum-bar, shadow-mask, and final
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// color convolution shader for CRT simulation.
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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_post",
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"fragment": "chains/hlsl/fs_post",
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"uniforms": [
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{ "name": "s_tex", "type": "int", "values": [ 0.0 ] },
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{ "name": "s_shadow", "type": "int", "values": [ 1.0 ] },
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{ "name": "u_swap_xy", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_source_dims", "type": "vec4", "values": [ 256.0, 256.0, 0.0, 0.0 ] },
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{ "name": "u_target_dims", "type": "vec4", "values": [ 256.0, 256.0, 0.0, 0.0 ] },
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{ "name": "u_target_scale", "type": "vec4", "values": [ 1.0, 1.0, 0.0, 0.0 ] },
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{ "name": "u_humbar_hertz_rate", "type": "vec4", "values": [ 0.001, 0.0, 0.0, 0.0 ] },
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{ "name": "u_humbar_alpha", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_time", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_screen_scale", "type": "vec4", "values": [ 1.0, 1.0, 0.0, 0.0 ] },
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{ "name": "u_screen_offset", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_shadow_tile_mode", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_shadow_alpha", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_shadow_count", "type": "vec4", "values": [ 12.0, 12.0, 0.0, 0.0 ] },
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{ "name": "u_shadow_uv", "type": "vec4", "values": [ 0.25, 0.25, 0.0, 0.0 ] },
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{ "name": "u_shadow_uv_offset", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_power", "type": "vec4", "values": [ 1.0, 1.0, 1.0, 0.0 ] },
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{ "name": "u_floor", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_chroma_mode", "type": "vec4", "values": [ 3.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_conversion_gain", "type": "vec4", "values": [ 0.299, 0.587, 0.114, 0.0 ] }
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]
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}
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