These are shaders designed to detect and smooth dithering. They can cause a lot of false positives and distortions, however, scaling the image 2x or 3x using nearest neighbor, then applying the smoothing shader will reduce the intensity of the smoothing by keeping the pixel shapes intact, eliminating most distortions while keeping a fairly smooth look. These shaders, such as 2xSai, Super Eagle, Super 2xSai, scaleX, HQx, xBR and xBRZ attempt to reduce the pixelation by smoothing and rounding. cgp shader replicates the dot matrix screen of a Game Boy, complete with the ghosting problems to reproduce certain visual effects. Types Main article: List of shaders and filters of cgp - possible to stack several shaders with this. GLSL is the shader language used by default on mobile (Android/iOS/Blackberry). Must be named shader.fx and be in the main directory. Slangp support coming soon with a new Metal rendering engine filter works in old bsnes versions (circa v082) but not current in current versions of higan. shader removed in future higan releases in favor of Quark shader folders. SoftFilters are dynamic libraries, the extension depends on the platform. Old bsnes XML shaders (.shader) and old bsnes filter plugins (.filter) are no longer usable in current versions of RetroArch. Whenever we get that set up, we’ll put a donation button somewhere on the site.cg. If you download the glsl shaders from the online updater, they’re in the ‘hunterk’ subdirectory of the main glsl directory.Īs for donations, we don’t currently accept them (except for hardware donations), but we do have a variety of expenses such as hosting and server costs, so we’ve discussed opening up for accepting monetary donations exclusively to cover those costs. I have hand-converted a few of the more important ones to correct that. Our GLSL backend supports runtime parameters (and everything else the Cg backend supports, actually, except for a handful of niche features that only crt-royale uses…) but our cg2glsl conversion script doesn’t, so when it automatically converts things, the parameters (and a few other things, like LUTs) get stripped out. Once that happens, we’ll probably switch to GLSL as the primary format and just keep the existing Cg shaders around for use on the PS3 and 360 ports (360 uses HLSL, of course, but it’s very similar to Cg and often requires no modifications for our uses). Yeah, Cg will get killed off eventually, whenever Nvidia decides to stop providing the framework. It’s an absolute must have for anyone interested in emulators. I hope cg shaders will be suported by RA as long as possible.Īnyway, I also want to say a big THANK YOU to all RA developpers and staff. NV create good technologies but they always fail at making them standards. That sounds bad to me since RA shaders are written for it with a lot of parameters that even non coders can change… it’s not possible with glsl shaders at the moment isn’t it ? So you mean that Nvidia won’t support cg anymore. It’s bad enough that we bought into Nvidia’s Cg framework, which they deprecated awhile back… It’s still the best way for us to support both GLSL and HLSL shader languages without maintaining two copies of each shader but the days of direct Cg support on Mac/Win/Lin are likely numbered :/ I can’t get behind a closed-source hobbyist framework that could get dropped/commercialized/whatever at any time. I just wish they would open-source the framework. That’s pretty great that ReShade supports OpenGL now.
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