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<title>dolphin/Data/Sys/Shaders, branch 2603</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Update conversion matrix for NTSC-J</title>
<updated>2025-12-21T03:13:46+00:00</updated>
<author>
<name>Filippo Tarpini</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2025-12-21T03:13:46+00:00</published>
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<id>0aa0071beced66637d95dd3076a84e48652033cd</id>
<content type='text'>
These were original calculated by @EndlesslyFlowering, and they've not came up with a new version that does chromatic adaptation (D93 to D65 white point) better, hence should be more accurate.

These are already in use in RenoDX:
https://github.com/clshortfuse/renodx/blob/283b85902176f0eced10ef2396e9524edee51fb8/src/shaders/color.hlsl#L97C1-L103C49</content>
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<pre>
These were original calculated by @EndlesslyFlowering, and they've not came up with a new version that does chromatic adaptation (D93 to D65 white point) better, hence should be more accurate.

These are already in use in RenoDX:
https://github.com/clshortfuse/renodx/blob/283b85902176f0eced10ef2396e9524edee51fb8/src/shaders/color.hlsl#L97C1-L103C49</pre>
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</entry>
<entry>
<title>Improve gamma corrected resampling by acknowledging the perceptual luminance</title>
<updated>2025-04-30T20:22:06+00:00</updated>
<author>
<name>Filippo Tarpini</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2025-04-12T02:02:45+00:00</published>
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</entry>
<entry>
<title>Data: fix various typos</title>
<updated>2025-03-10T20:54:34+00:00</updated>
<author>
<name>Luz Paz</name>
<email>luzpaz@pm.me</email>
</author>
<published>2025-03-10T12:34:04+00:00</published>
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Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,brocken,bufferin,clen,collet,datas,delt,diety,extint,fpr,inout,inport,interm,nd,nin,ontop,pixelx,re-use,re-used,sav,stateman,strat,transer,wil`
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Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,brocken,bufferin,clen,collet,datas,delt,diety,extint,fpr,inout,inport,interm,nd,nin,ontop,pixelx,re-use,re-used,sav,stateman,strat,transer,wil`
</pre>
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</entry>
<entry>
<title>Change the scaling process to be more uniform across color space</title>
<updated>2024-04-04T04:27:01+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2024-04-04T04:27:01+00:00</published>
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<pre>
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</entry>
<entry>
<title>It's technically more correct to do it this way, difference is extremely subtle</title>
<updated>2024-03-28T18:42:14+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2024-03-28T18:42:14+00:00</published>
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</entry>
<entry>
<title>Increase Max Amplification</title>
<updated>2024-03-27T04:55:46+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2024-03-27T04:55:46+00:00</published>
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</entry>
<entry>
<title>Convert to Hybrid Log Gamma</title>
<updated>2024-03-26T18:06:56+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2024-03-26T18:06:56+00:00</published>
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<entry>
<title>Update PerceptualHDR with better color space</title>
<updated>2024-03-10T16:52:54+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2024-03-10T16:52:54+00:00</published>
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</entry>
<entry>
<title>Add PerceptualHDR</title>
<updated>2024-03-10T07:25:20+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2024-03-10T07:25:20+00:00</published>
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</entry>
<entry>
<title>Fix sharp bilinear using ceil instead of floor</title>
<updated>2023-12-17T23:43:25+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-12-17T22:33:00+00:00</published>
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