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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
19 lines
735 B
INI
19 lines
735 B
INI
# P4 Phosphor
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#
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# White phosphor for black & white televisions
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#
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# This phosphor presents a clear white appearance that is perceptually similar
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# to a black and white photograph on highly reflective paper when the viewing
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# environment is sufficiently dim, and makes D65 look fairly dull and yellowish
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# in comparison, that said, next to saturated colors the blueish tint becomes
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# more apparent. This might explain why this white point was abandoned in
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# favor of the more neutral Illuminant C (and later D65) for color television.
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#
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# Medium-short persistence
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#
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# DIRECT3D POST-PROCESSING OPTIONS
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#
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chroma_mode 1
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chroma_a 0.265,0.285
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chroma_conversion_gain 0.30,0.59,0.11
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chroma_y_gain 1.0,0.0,0.0
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