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b5a54b761c
* Remove broken scanline uniform from post_pass * Add 3D LUT to HLSL * Allow individual LUTs for screen and UI * WIP: Port 3D LUT to BGFX * Finish porting LUT to BGFX * Add individual phosphor color conversion for HLSL new file: hlsl/chroma.fx Shader for converting xyY3 to sRGB modified: hlsl/phosphor.fx Minor changes to emphasize idea that phosphors are color agnostic modified: hlsl/post.fx Conversion from signal RGB to xyY3 modified: src/osd/modules/render/d3d/d3dhlsl.cpp modified: src/osd/modules/render/d3d/d3dhlsl.h modified: src/osd/windows/winmain.cpp modified: src/osd/windows/winmain.h * Add phosphor examples and update presets * Port phosphor color shaders to BGFX * Fix missing newlines at EOF
16 lines
494 B
INI
16 lines
494 B
INI
# Example for NTSC-J Color Space
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#
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# NTSC-J has identical colorimetry to the BT.601 525-line standard, but uses a
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# 9300K white-point 'D93'. Note that this white point is not necessarily
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# definitive for all Japanese works.
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#
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# This color space may be used for 60 Hz arcade systems and consoles as an
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# alternative to BT.601 525-line.
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#
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# DIRECT3D POST-PROCESSING OPTIONS
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#
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chroma_mode 3
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chroma_a 0.630,0.340
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chroma_b 0.310,0.595
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chroma_c 0.155,0.070
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chroma_gain 0.1875,0.6940,0.1185
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