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0c49c74ada
Made pbobble parent of bublbust, as it seems to be more widespread and more complete. Also fixed some ROM labels for bublbust. Made tbyahhoo parent of mtwinbee as the latter has substantial content removed rather than being localised, making it less complete. Applied srcclean to JSON files in bgfx subtree.
100 lines
3.8 KiB
JSON
100 lines
3.8 KiB
JSON
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//============================================================
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//
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// blit.json: A simple texture-to-target copy.
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//
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//============================================================
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{
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// depth (required): The depth state for this effect.
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"depth": {
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// function (optional): The depth function to use when drawing.
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// values: "never", "less", "equal", "lequal", "greater", "notequal", "gequal", "always"
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// default: "always"
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"function": "always",
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// writeenable (optional): Whether to store Z-buffer data.
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// values: true, false
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// default: false
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"writeenable": false
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},
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// cull (required): The cull mode for this effect.
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"cull": {
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// mode (optional): What winding, if any, to cull.
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// values: "none", "cw", "ccw"
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// default: "ccw"
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//
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// "clockwise" and "counterclockwise" are provided as aliases for "cw" and "ccw"
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"mode": "none"
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},
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// write (required): Write enable for color and alpha channels.
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"write": {
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// rgb (optional): Whether to store color data when drawing.
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// values: true, false
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// default: false
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"rgb": true,
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// alpha (optional): Whether to store alpha data when drawing.
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// values: true, false
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// default: false
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"alpha": true
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},
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// vertex (required): The vertex shader to use when drawing.
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// value: A string containing the path and name of a shader file to use, minus the extension.
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"vertex": "chains/default/vs_blit",
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// pixel/fragment (required): The pixel or fragment shader to use when drawing.
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// value: A string containing the path and name of a shader file to use, minus the extension.
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"fragment": "chains/default/fs_blit",
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// uniforms (required): The list of uniforms for this effect. Can be empty, but must exist.
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"uniforms": [
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{
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// name (required): The name of the uniform, as used in either the vertex or pixel/fragment shader.
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// value: A string containing the name of the uniform as described above.
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//
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// NOTE: Some names correspond to special values that will be automatically filled by the BGFX
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// code if they are used by the shader. These names are:
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// "u_screen_dims"
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// The dimensions of the first texture input if present, otherwise the dimensions of the output window.
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// Valid values: xy
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// "u_inv_screen_dims"
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// The reciprocal of u_screen_dims.
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// Valid values: xy
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// "u_source_dims"
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// The size, in pixels, of the screen texture incoming to the chain.
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// Valid values: xy
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// "u_rotation_type"
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// This screen's rotation type. 0 if ROT0, 1 if ROT90, 2 if ROT180, 3 of ROT270.
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// Valid values: x
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// "u_swap_xy"
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// Whether this screen is swapped on the X and Y axes. 1 if true, 0 if false.
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// Valid values: x
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// "u_quad_dims"
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// The dimensions, in pixels, occupied by this one screen primitive itself in the output window.
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// Valid values: xy
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// "u_tex_sizeN"
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// The dimensions, in pixels, of the texture in input pair N. Starts at 0.
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// valid values: xy
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"name": "s_tex",
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// type (required): The type of the uniform.
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// values: "int", "vec4", "mat3", "mat4"
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//
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// Note: "int" should only be used for samplers.
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"type": "int",
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// values (required): The array of numbers with which to initialize the uniform.
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// value: A JSON array containin the correct amount of numbers to initialize a uniform of the
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// above-specified type. The following size rules should be followed:
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// "int": 1 float
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// "vec4": 4 floats
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// "mat3": 9 floats
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// "mat4": 16 floats
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"values": [ 1.0 ]
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}
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]
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}
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