Ich kann nicht umhin zu sagen, dass ich selbst doch recht stolz auf die Änderungen am HLSL renderer/shader bin.
Zitat:
HLSL shader improvements
changed shadow mask implementation, shadow count XY now represent the number of pixel the shadow UV sized tiles will take on the screen
implemented rotation of the shadow mask texture depending on the default landscape or portrait view of the screen
removed prescale and pixel border of the shadow mask texture
added option to change the shadow UV offset, to reduce the color bleeding of the shadow mask
adjusted presets to work with the changed mask implementation
reduced defocus offset
improved downsampling for better blurring
improved alignment of bloom layers (raster and vector)
applied bloom effect to the render output of screenshot and AVI recording
changed curvature effect to fit screen size
changed scanlines to be not rendered into bloom layers
changed shadow mask to be not rendered into bloom layers
changed color floor to not light the bloom layers
changed shadow mask to not dark the color floor
added image vignetting simulation and option
added round screen corner simulation and option
added screen light reflection simulation and option
made usage of unused scanline brightness offset (additive)
removed unused pincushion option
removed duplicate shadow count Y options
removed artwork/adapture.png
added artwork/adapture-grill.png
added artwork/shadow-mask.png
added artwork/slot-mask.png
added hlsl/simple.fx
removed unused shaders::blit() function
added shaders::screen_pass() function, which handles the (raster-)rendering on screen, into screenshot and AVI recording
added effect:set_bool() function[
Es gibt zwar noch einige Stellschrauben anzuziehen, aber in Größen und Ganzen bin ich mit dem Ergebnis sehr zufrieden und ich hoffe ihr werdet eure Freude daran haben.
Noch viel mehr freut es mich aber, dass die Änderungen wohl auch in die MAME/MESS Codebase einfließen werden.
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