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zaykho 



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Date registered: 25.06.2009
Post:5
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...   Created on 26.06.2009 - 01:43Jump to top Quote this post Report this post Edit Delete


Hi !

I create this thread in order to know if anyone would be able to mix these 2 shaders in a single shader.


"Natural Vision Shader"
-- a very good typical enhanced color shader.

with

"AA Shader v2.o"
-- a great "anti-aliasing" for 2D.

Here a comparaison of their ablilities






And Here the code of the 2 shaders:

----------------------------------------------------------------------
Natural /// SLF
----------------------------------------------------------------------

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uniform sampler2D OGL2Texture;

const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212, 
                           0.587,-0.275,-0.523, 
                           0.114,-0.321, 0.311);

const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
                           0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
                           0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);

const vec3 val00 = vec3( 1.2, 1.2, 1.2);

void main()
{
vec3 c0,c1;

c0 = texture2D(OGL2Texture,gl_TexCoord[0].xy).xyz;
c0+=(texture2D(OGL2Texture,gl_TexCoord[0].zy).xyz)*0.25;
c0+=(texture2D(OGL2Texture,gl_TexCoord[0].xw).xyz)*0.25;
c0+=(texture2D(OGL2Texture,gl_TexCoord[0].zw).xyz)*0.125;

c0+= texture2D(OGL2Texture,gl_TexCoord[1].xy).xyz;
c0+=(texture2D(OGL2Texture,gl_TexCoord[1].zy).xyz)*0.25;
c0+=(texture2D(OGL2Texture,gl_TexCoord[1].xw).xyz)*0.25;
c0+=(texture2D(OGL2Texture,gl_TexCoord[1].zw).xyz)*0.125;

c0+= texture2D(OGL2Texture,gl_TexCoord[2].xy).xyz;
c0+=(texture2D(OGL2Texture,gl_TexCoord[2].zy).xyz)*0.25;
c0+=(texture2D(OGL2Texture,gl_TexCoord[2].xw).xyz)*0.25;
c0+=(texture2D(OGL2Texture,gl_TexCoord[2].zw).xyz)*0.125;

c0+= texture2D(OGL2Texture,gl_TexCoord[3].xy).xyz;
c0+=(texture2D(OGL2Texture,gl_TexCoord[3].zy).xyz)*0.25;
c0+=(texture2D(OGL2Texture,gl_TexCoord[3].xw).xyz)*0.25;
c0+=(texture2D(OGL2Texture,gl_TexCoord[3].zw).xyz)*0.125;
c0*=0.153846153846;

c1=RGBtoYIQ*c0;

c1=vec3(pow(c1.x,val00.x),c1.yz*val00.yz);

gl_FragColor.xyz=YIQtoRGB*c1;
}



----------------------------------------------------------------------
Natural /// SLV
----------------------------------------------------------------------

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uniform vec4 OGL2InvSize;

void main()
{
gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex;
        
gl_TexCoord[0]=gl_MultiTexCoord0.xyxy+vec4(-0.5,-0.5,-1.5,-1.5)*OGL2InvSize.xyxy;
gl_TexCoord[1]=gl_MultiTexCoord0.xyxy+vec4( 0.5,-0.5, 1.5,-1.5)*OGL2InvSize.xyxy;
gl_TexCoord[2]=gl_MultiTexCoord0.xyxy+vec4(-0.5, 0.5,-1.5, 1.5)*OGL2InvSize.xyxy;
gl_TexCoord[3]=gl_MultiTexCoord0.xyxy+vec4( 0.5, 0.5, 1.5, 1.5)*OGL2InvSize.xyxy;

}




----------------------------------------------------------------------
AA Shader v2.o /// SLF
----------------------------------------------------------------------

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   AA shader v2.o
   
   Copyright (C) 2006 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/


uniform sampler2D OGL2Texture;

void main()
{
    vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz; 
    vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz; 
    vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz; 
    vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz; 
    vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz; 
    vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz; 
    vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz; 
    vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz; 
    vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz; 
    vec3 dt = vec3(1.0,1.0,1.0); 

    float d1=dot(abs(c00-c22),dt)+0.0001;
    float d2=dot(abs(c20-c02),dt)+0.0001;
    float hl=dot(abs(c01-c21),dt)+0.0001;
    float vl=dot(abs(c10-c12),dt)+0.0001;

    float md = d1+d2;   float mc = hl+vl;
    hl*=  md;vl*= md;   d1*=  mc;d2*= mc;
    
        float ww = d1+d2+hl+vl;
        
    gl_FragColor.xyz= (hl*(c10+c12)+vl*(c01+c21)+d1*(c20+c02)+d2*(c00+c22)+ww*c11)/(3.0*ww);
}



----------------------------------------------------------------------
AA Shader v2.o /// SLV
----------------------------------------------------------------------

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   Copyright (C) 2005 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/


uniform vec4 OGL2Param;
uniform vec4 OGL2Size;

void main()

{
float x = (OGL2Size.x/2048.0)*OGL2Param.x;
float y = (OGL2Size.y/1024.0)*OGL2Param.y;
vec2 dg1 = vec2( x,y);
vec2 dg2 = vec2(-x,y);
vec2 dx  = vec2(x,0.0);
vec2 dy  = vec2(0.0,y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy;
gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2;

}




guest ...
Real addict
.........

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Status:Offline
Date registered: 30.07.2004
Post:854
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...   Created on 26.06.2009 - 22:14Jump to top Quote this post Report this post Edit Delete


It's true couple of TFLOPS of shader power got cheap an available nowdays.
But the most efficient way to use it is to do it with two or more passes. The "extra" is much wiser spent on drawing a buffer in a resulution higher then the output one while using a good algorithm to fit the final rendering.
It's my humble oppinion that PSX games were designed to be looked at a speciffic distance regarding the display size.
PC displays are getting bigger and are looked at from a much smaller distance, compared with CRT TV. To keep a good angle in the eyesight the PSX game should run in a window, in my experiance not much larger then 1024x768.
Yep, the details are much more apparent on a PC display so a good algorithm is still a great idea, but a simpler will do also if staying "smaller".
The best idea possible is to wait for the multipass feature...and to promise a beer or two in return. :D




zaykho 



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Date registered: 25.06.2009
Post:5
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...   Created on 26.06.2009 - 23:54Jump to top Quote this post Report this post Edit Delete


"PSX game should run in a window, in my experiance not much larger then 1024x768."


Yes It's true, but the problem is in windomed mode, the immersion is no longer there.

And yes, I agree with everything you said. :p

Now it only remains for me to wait for the multipass feature.

Quick, Quick, Quick !!!!! xD


ps: I have finished many games on my PSOne, now I want to re-finished them again, but with the most advanced graphics, sound, and immersion. ,p

ps: sorry for my bad english, i'm french.




KrossX 
Real addict
.........

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Date registered: 16.06.2008
Post:122
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...   Created on 28.06.2009 - 15:47Jump to top Quote this post Report this post Edit Delete


Did you try with Daisy or Bloom versions of the AA Shader? Might suit your "needs".

I would prefer an scaling filter for pure 2D games, like HQnx or Scalenx. Otherwise with the texture filter, and the AA shader, it looks too blurry to me. >_<

I guess by the time there's multipass, there could be some very nice "HDR" shaders. ^_^

[Dieser Beitrag wurde am 28.06.2009 - 15:48 von KrossX aktualisiert]





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zaykho 



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Date registered: 25.06.2009
Post:5
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...   Created on 02.07.2009 - 20:26Jump to top Quote this post Report this post Edit Delete


Did you try with Daisy or Bloom versions of the AA Shader?

Yes, but is not what I want, the color must be more "hot", and, I can get this only with the Natural Vision Shader. :/

And yes, when the "multipass" feature will come, there could be some very nice "MIX" shaders. ;p




ShadX ...
Real addict
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Date registered: 20.01.2005
Post:269
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...   Created on 14.07.2009 - 11:55Jump to top Quote this post Report this post Edit Delete


----------------------------------------------------------------------
AA Shader v2.0 + Natural Vision /// SLV
----------------------------------------------------------------------

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/*
   Copyright (C) 2005 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/


uniform vec4 OGL2Param;
uniform vec4 OGL2Size;

void main()

{
float x = (OGL2Size.x/2048.0)*OGL2Param.x;
float y = (OGL2Size.y/1024.0)*OGL2Param.y;
vec2 dg1 = vec2( x,y);
vec2 dg2 = vec2(-x,y);
vec2 dx  = vec2(x,0.0);
vec2 dy  = vec2(0.0,y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy;
gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2;

}

----------------------------------------------------------------------
AA Shader v2.0 + Natural Vision /// SLF
----------------------------------------------------------------------
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/*
   AA shader v2.o + Natural Vision
   
   Copyright (C) 2006 guest(r) - guest.r@gmail.com

   part of code by ShadX

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/


uniform sampler2D OGL2Texture;

const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212, 
                           0.587,-0.275,-0.523, 
                           0.114,-0.321, 0.311);

const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
                           0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
                           0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);

const vec3 val00 = vec3( 1.2, 1.2, 1.2);

void main()
{
    vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz; 
    vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz; 
    vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz; 
    vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz; 
    vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz; 
    vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz; 
    vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz; 
    vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz; 
    vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz; 
    vec3 dt = vec3(1.0,1.0,1.0); 

    float d1=dot(abs(c00-c22),dt)+0.0001;
    float d2=dot(abs(c20-c02),dt)+0.0001;
    float hl=dot(abs(c01-c21),dt)+0.0001;
    float vl=dot(abs(c10-c12),dt)+0.0001;

    float md = d1+d2;   float mc = hl+vl;
    hl*=  md;vl*= md;   d1*=  mc;d2*= mc;
    
        float ww = d1+d2+hl+vl;

    c00 = RGBtoYIQ*((hl*(c10+c12)+vl*(c01+c21)+d1*(c20+c02)+d2*(c00+c22)+ww*c11)/(3.0*ww));    
    
    c00 = vec3(pow(c00.x,val00.x),c00.yz*val00.yz);    

    gl_FragColor.xyz= YIQtoRGB*c00;
}




ShadX ...
Real addict
.........



Status:Offline
Date registered: 20.01.2005
Post:269
Send Message
...   Created on 14.07.2009 - 12:51Jump to top Quote this post Report this post Edit Delete


...and a great variation:

----------------------------------------------------------------------
AA Shader v2.0 + bloom (WIP) /// SLV
----------------------------------------------------------------------

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/*
   Copyright (C) 2005 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/


uniform vec4 OGL2Param;
uniform vec4 OGL2Size;

void main()

{
float x = (OGL2Size.x/2048.0)*OGL2Param.x;
float y = (OGL2Size.y/1024.0)*OGL2Param.y;
vec2 dg1 = vec2( x,y);
vec2 dg2 = vec2(-x,y);
vec2 dx  = vec2(x,0.0);
vec2 dy  = vec2(0.0,y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy;
gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2;

}


----------------------------------------------------------------------
AA Shader v2.0 + bloom (WIP) /// SLF
----------------------------------------------------------------------
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/*
   AA shader v2.o + bloom (WIP)
   
   Copyright (C) 2006 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

uniform sampler2D OGL2Texture;

void main()
{
    vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz; 
    vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz; 
    vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz; 
    vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz; 
    vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz; 
    vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz; 
    vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz; 
    vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz; 
    vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz; 
    vec3 dt = vec3(1.0,1.0,1.0); 

    float d1=dot(abs(c00-c22),dt)+0.0001;
    float d2=dot(abs(c20-c02),dt)+0.0001;
    float hl=dot(abs(c01-c21),dt)+0.0001;
    float vl=dot(abs(c10-c12),dt)+0.0001;

    float md = d1+d2;   float mc = hl+vl;
    hl*=  md;vl*= md;   d1*=  mc;d2*= mc;
    
        float ww = d1+d2+hl+vl;

    c00 = (hl*(c10+c12)+vl*(c01+c21)+d1*(c20+c02)+d2*(c00+c22)+ww*c11)/(3.0*ww);    
    
    gl_FragColor = 0.5*(smoothstep(0.2,0.8,vec4(c00,0.0)))+normalize(vec4(c00,1.0));
}


[Dieser Beitrag wurde am 14.07.2009 - 13:00 von ShadX aktualisiert]




KrossX 
Real addict
.........

...

Status:Offline
Date registered: 16.06.2008
Post:122
Send Message
...   Created on 14.07.2009 - 13:22Jump to top Quote this post Report this post Edit Delete


Quite bloomy indeed.

Here's a gallery with some shots with Shader Off and Shader lv1.
I usually just use level 1 on AA kind, since more looks too blurry to me. XD

1280x960 (2,2) Screenies

Pretty nice, but sadly some areas lose too much detail like in the last two pairs,
specially with Jill's portrait. "Whited-out" perhaps,
as a way to describe it?

[Dieser Beitrag wurde am 14.07.2009 - 13:23 von KrossX aktualisiert]





Signature


zaykho 



...

Status:Offline
Date registered: 25.06.2009
Post:5
Send Message
...   Created on 21.07.2009 - 03:24Jump to top Quote this post Report this post Edit Delete


Hi !

Thank you so much "ShadX", Its A W E S O M E !!!!!



thank's, thank's, thank's :p


------------------------------------------------------
Here a big screen comparator for 2d game with Sa°Ga Frontier 2:
------------------------------------------------------


-No Shader-

-Natural Shader-

-AA Shader 2.o-

-AA Shader + Natural Vision-

-AA Shader + Bloom (WIP)-

-GLSmartTexMag filter shader-


That's the best selection for who want to play 2d games at a hight resolution, like 1600x1200 or full HD (1900x1200).

And again, thank's a lot to ShadX for the Natural + AA Shader combo !!! :o




jinjin12 



...

Status:Offline
Date registered: 07.10.2009
Post:5
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...   Created on 09.10.2009 - 03:19Jump to top Quote this post Report this post Edit Delete


zaykho, how did you compile the scripts that he gave you into .slv and .slf files so that espxe can use it? please tell me i want to use this too but i do not know how to compile the scripts. i use notepad?




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Verwandte Suchbegriffe:
natural vision shader | shadx natural vision shader | shadx natural vision | aabloom shader | shadx natural | natural vision pcsxr | ww .xy | aa shader natural vision
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