mame/hlsl
MooglyGuy ba5ec29211
Swapped R and B channels in lut-default.png, and adjusted D3D9 LUT-application behaviour. (#11004) [Ryan Holtz]
* lut-default.png: Swapped red and blue channels (fixes GitHub #11001).
* render/d3d/d3dlsl.cpp: Changed screen LUT application to be applied during the color convolution pass on raster systems.
2023-03-20 03:59:44 +11:00
..
bloom.fx HLSL: bloom.fx: Return an alpha of 1 rather than texel alpha (fixes GitHub #10977). (#10983) [Ryan Holtz] 2023-03-12 09:21:00 +11:00
chroma.fx
color.fx Swapped R and B channels in lut-default.png, and adjusted D3D9 LUT-application behaviour. (#11004) [Ryan Holtz] 2023-03-20 03:59:44 +11:00
deconverge.fx
distortion.fx hlsl: Fixed regression in distortion shader. [Ryan Holtz] 2023-02-24 17:33:05 +11:00
downsample.fx
focus.fx render/bgfx: Got rid of a lot of unnecessary object copying during setup. 2023-01-29 06:53:43 +11:00
ntsc.fx
phosphor.fx
post.fx More D3D HLSL regression fixes: (#11002) [Ryan Holtz] 2023-03-20 02:22:34 +11:00
prescale.fx
primary.fx Swapped R and B channels in lut-default.png, and adjusted D3D9 LUT-application behaviour. (#11004) [Ryan Holtz] 2023-03-20 03:59:44 +11:00
scanline.fx
vector.fx