mame/hlsl
Ryan Holtz f42b5ccda0 No whatsnew
Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
2011-05-31 13:53:25 +00:00
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color.fx Moved "color floor" functionality to occur after scanlines but before shadow mask. Scanlines look much better and no longer cut black lines through the shadow mask. No whatsnew. 2011-05-30 21:40:25 +00:00
deconverge.fx No whatsnew 2011-05-31 13:53:25 +00:00
focus.fx HLSL updates, nwn: 2011-05-27 23:24:53 +00:00
phosphor.fx No whatsnew 2011-05-31 13:53:25 +00:00
pincushion.fx Internal HLSL cleanup - removed aux texcoords, restored software vertex processing due to low-end cards not doing hardware vertex processing, removed unnecessary tristrip->trilist splitting. Restores D3D functionality on integrated chipsets and marginal cards. [Ryan Holtz, Ashura-X] 2011-05-24 18:28:54 +00:00
post.fx No whatsnew 2011-05-31 13:53:25 +00:00
prescale.fx No whatsnew 2011-05-31 13:53:25 +00:00
primary.fx Internal HLSL cleanup - removed aux texcoords, restored software vertex processing due to low-end cards not doing hardware vertex processing, removed unnecessary tristrip->trilist splitting. Restores D3D functionality on integrated chipsets and marginal cards. [Ryan Holtz, Ashura-X] 2011-05-24 18:28:54 +00:00
yiq_decode.fx HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42] 2011-05-30 21:10:23 +00:00
yiq_encode.fx HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42] 2011-05-30 21:10:23 +00:00