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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 |
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| .. | ||
| eagle | ||
| hqx | ||
| xbr | ||
| crt-geom-deluxe.json | ||
| crt-geom.json | ||
| default.json | ||
| hlsl.json | ||
| LICENSE | ||
| lut.json | ||
| pillarbox_left_horizontal.json | ||
| pillarbox_left_vertical.json | ||
| pillarbox_right_horizontal.json | ||
| pillarbox_right_vertical.json | ||
| README.md | ||
| unfiltered.json | ||
BGFX shader chains
Contains definitions for BGFX shader chains
Licensed under The BSD 3-Clause License by Ryan Holtz and MAME Development Team