* 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
* make a bunch of implicit scaling rules explicit and move color shaders before scaling shaders in the handheld directory
* remove extraneous file
* switch vhs from viewport to source scaling