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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
21 lines
807 B
INI
21 lines
807 B
INI
# Example for BT.601 625-line Color Space
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#
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# BT.601 is a standard for converting analog video into the digital domain,
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# and serves as a reference for the color space of analog video, but the color
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# spaces defined existed before the standard.
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#
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# Due to historical differences, there are two color spaces in BT.601: one for
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# 525-line television (developed in the U.S.), and one for 625-line television
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# (developed in Europe). The color spaces, along with NTSC-J, converged upon
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# the development of HD television with the BT.709 standard.
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#
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# This color space should be used for most 50 Hz arcade systems, consoles, and
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# computer systems.
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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 0.64,0.33
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chroma_b 0.29,0.60
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chroma_c 0.15,0.06
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chroma_y_gain 0.2220,0.7067,0.0713
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