mame/hlsl
Ryan Holtz cfd6731fa8 HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg]
- The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning.
- Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off.
- More authentic NTSC dot crawl and bandwidth limiting.
2011-05-19 19:14:20 +00:00
..
color_heavy.fx Fixed chroma subsampling in color_heavy.fx and color.fx, nw 2011-05-18 02:17:31 +00:00
color_light.fx HLSL Updates [Ryan Holtz, Bat Country Entertainment] 2011-05-18 00:35:16 +00:00
color.fx HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] 2011-05-19 19:14:20 +00:00
deconverge.fx HLSL Updates [Ryan Holtz, Bat Country Entertainment] 2011-05-18 00:35:16 +00:00
focus.fx HLSL Updates [Ryan Holtz, Bat Country Entertainment] 2011-05-18 00:35:16 +00:00
phosphor.fx Initial shader import (nw) 2011-05-16 16:55:34 +00:00
pincushion.fx Initial shader import (nw) 2011-05-16 16:55:34 +00:00
post.fx HLSL Updates [Ryan Holtz, Bat Country Entertainment] 2011-05-18 00:35:16 +00:00
primary.fx Initial shader import (nw) 2011-05-16 16:55:34 +00:00
yiq_decode.fx HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] 2011-05-19 19:14:20 +00:00
yiq_encode.fx HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg] 2011-05-19 19:14:20 +00:00