mame/hlsl
Westley M. Martinez 43d7ab3663 Implement LCD persistence shader.
hlsl/phosphor.fx: Do LCD persistence effect using boolean LCD.
LCD persistence is monochrome and thus does not have separate components
like phosphor persistence.

	src/osd/modules/render/d3d/d3dhlsl.cpp: Add slider for LCD
games.

	src/osd/modules/render/d3d/d3dhlsl.h: (BP) Add options for LCD
games.

	src/osd/windows/winmain.cpp: (BP) Add options for LCD games.

	src/osd/windows/winmain.h: (BP) Add options for LCD games.
2016-12-29 14:57:31 -08:00
..
bloom.fx - already fixed scanline issue also applied for swapped orientation (nw) 2016-08-13 20:30:56 +02:00
color.fx Cleanup (nw) 2015-12-31 16:32:35 +01:00
deconverge.fx Refactoring of render targes and vector texture coordinates 2016-03-12 16:03:28 +01:00
distortion.fx Disabled clearing of render targets in several passes (HLSL) 2016-10-22 22:56:16 +02:00
downsample.fx Removed hacks for vector screens from shaders (nw) 2016-04-13 19:21:57 +02:00
focus.fx Reduced defocus effect to one pass (HLSL/BGFX) 2016-10-22 22:56:16 +02:00
ntsc.fx Get NTSC working in both bgfx and d3d, nw 2016-03-29 01:56:37 +02:00
phosphor.fx Implement LCD persistence shader. 2016-12-29 14:57:31 -08:00
post.fx Disabled clearing of render targets in several passes (HLSL) 2016-10-22 22:56:16 +02:00
prescale.fx Fixed several small issues in HLSL/BGFX 2016-09-28 15:30:43 +02:00
primary.fx Fixed several small issues in HLSL/BGFX 2016-09-28 15:30:43 +02:00
vector.fx Fixed several small issues in HLSL/BGFX 2016-09-28 15:30:43 +02:00