This is quite a big update that mainly changes the size used for render targets and re-introduces the correct usage of texture coordinates instead screen coordinates by the shaders.
Refactored render targets
HLSL now uses NPOT sized render targets (this breaks the compatibility with graphics cards based on R300/R400/NV30, anno 2005 and older) HLSL render targets now have the exact size of the screen removed HLSL pre-scale factor improved overall performance (based on the previously required pre-scale factor, you might notice a 5-50% speed-up depending on your graphics card, more if you used a higher pre-scale factor) improved shadow mask quality (pixel-perfect) in screen-mode HLSL now uses a sharp bi-linear interpolation to pre-scale textures to screen size, based on [Themaister's] implementation added proper texture coordinates to vector screen quad removed ./hlsl/artwork_support folder (the default shaders supports artworks again) known issue: cocktail mode for vector screen looks wrong
Improved scanline simulation
changed the amount of scanline darkness, a setting of 1.0 now becomes fully black (to get the same result as before half your current setting) added scanline variation, which makes the scanline height dependent on the brightness of the underlying color the amount of the scanline brightness and overdrive now depends on the scanline darkness renamed 'Scanline Screen Height' to 'Scanline Screen Scale' and 'Scanline Indiv. Height' to 'Scanline Height'
Refactored bloom
fixed dimensions of bloom targets, which results in a much better alignment especially for games with very low resolution (therefore current bloom settings might look a little less intense than before) reduced blur width for raster screen added usage of shadow u/v option for source tile mode
HLSL presets
added general presets for raster and vector screens added example presets for Game Boy (monochrome LCD) and Game Boy Advance (color LCD) options are now reset to loaded preset when game is closed
MAME Testers #06144: Fixed infinite loop
fixed infinite loop while building slider list, when more than one window was created
p.s. The fix for #06144 is more of a workaround, because it doesn't achieve the intended functionality, but at least the application does not freeze anymore