* Update crt-royale-fast and several presets
- Presets moved to new folder presets/crt-royale/fast.
- New presets for 1080p and 4k.
- Slotmask updated.
* Update crt-royale-fast presets
- Now all presets are full-fat.
- Moved crt-royale-fast-ntsc-composite.slangp ro presets folder.
* Final update to crt-royale-fast presets
Added specifica genesis-rainbow-effect preset. It's only useful for a bunch of games. Standard genesis preset is better for most games.
The function is already guarded by a conditional in the shader, so we don't need to worry about pc_testpattern being <1.
This was tripping up D3D compilers via librashader.
* Update glow-trails0.slang to use aliased feedback
* fix choppy glow on vector-glow-alt-render.slangp
* fix vector-glow.slangp
* fix crt-lottes-multipass-interlaced-glow to work with aliased feedback
* Update glow_trails for aliased feedback
* Create annotated_passthru.slang
* Patchy NTSC - Fix hue offset on 2C02E
* Patchy NTSC - Fully update patchy-color.slang
Updated Patchy Color to have all of Patchy NTSC's features.
* Add slangp file for Patchy Color
Now, Patchy Color is officially usable, instead of being hidden and unfinished.
* Patchy NTSC - Add NES real hardware video capture colors
* Patchy NTSC - Fix bizzare incorrect smearing levels
Seriously, why did I leave it like that?
* Patchy NTSC - Don't apply Gen/MD palette on test patterns
* Patchy NTSC - Add chromatic adaptation for some D93 LUTs
* blah
blah
* Patchy NTSC - Set default LUT to Trinitron
* Patchy NTSC - Update presets based on fixed smearing behavior
Returned the hue rotations and saturations to defaults, and increased the threshold for smearing. The defaults don't show the smear out-of-the-box anymore; you will only see it if you turn up your contrast and/or saturation.
* Patchy NTSC - Use video-captured NES color by default
* Add Patchy NTSC
* Patchy NTSC - Improve Genesis/MegaDrive settings
Still matched 100% by eye
* Patchy NTSC - Last minute fixes
Moved patchy-mesen to the nes_raw_palette folder, and added some optional, unfinished gamut correction LUTs.
The LUT step is skipped by default and is clearly labelled as "work in progress" in the settings.
The purpose of including the gamut correction inside an NTSC shader is to encourage the use of more complex methods for gamut conversion. Up to this point, Grade has been the most popular option for that, yet Grade has some less favorable compromises due to the entire gamut conversion process being done in real time.
* Delete ntsc/patchy-mesen-raw-palette.slangp
* Patchy NTSC - Compress LUTs (except P22_80s_D65)
* Update P22-80s (not compressed)
All the LUTs that were compressed had also been updated prior to compressing. This one was updated too, but it was unable to be compressed. It was mistakenly omitted in the commit to update the LUTs.
* Remove notice about work-in-progress LUTs
Just ONE more thing
* Update crt-hyllian
- Add geom license (I forgot, sorry);
- Improved user params organization;
- Add one more slotmask preset;
- Renamed trinitron to aperture, because it's a more general technical term.
* Delete useless presets
- crt-hyllian-rgb-slotmask.slangp and crt-hyllian-rgb-trinitron.slangp are redundant now;
- They can be obtained through crt-hyllian internal presets.
* Small fix to crt-hyllian-base.slang
- Update some user params.
- It wasn't outputting the correct shader calculations and just spitting input colors;
- This bug only causes a slightly sharpening of final picture, so I understand that it passed unnoticed through porting.
* Initial refactoring, pixel AA xform and bf xform still show the problem
* Heavy refactoring and debugging; bf xform first working version
* Clean up code
* Fix pixel aa xform
* Fix average fill; Slight cleanup
* Remove special FinalViewportScaling handling in input_xf; Fix blur fill
* Bump version
* Update geom.slang
- Change some var names to not conflict with other shaders.
* FIx for Geom shader
- Fix moire artifacts;
- Rename all vars using 'geom_' prefix to not conflict with other shaders vars;
- Added geom-append preset.