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The_Source ...
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...   Created on 03.11.2007 - 14:04Jump to top Quote this post Report this post Edit Delete


--I think mr. Barman, err. Badman, err. Batman think his posts are too provocative although very profound and true

It looks like common spam. Hasn't he more important things to do?

--you Source, for example only spit on ePSXe right from beginning

I'm not sure what you are talking about. Most of my posts are advices to users for their problems. I'm trying to find the best solution each time, including best fitting plugins, settings, or even emu. I'm don't "spit" on anything.





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He wants to cure the minds,
The minds of entire humankind


netcap 



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...   Created on 01.06.2008 - 07:06Jump to top Quote this post Report this post Edit Delete


For some reason i can't access the download page,even i use proxy... Is there anyone can send me a copy of new shader pack? you coule send it to netcap@live.cn,Thank you !




KrossX 
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...   Created on 16.06.2008 - 22:49Jump to top Quote this post Report this post Edit Delete


Better late than never!

Here's a mirror for the shader pack:

Guest(r)'s Shaderpack 2.3 (4.11.2007)





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johndau 



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Just a note to say a big thankyou.
The shaders are great.




guest ...
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...   Created on 29.08.2008 - 14:18Jump to top Quote this post Report this post Edit Delete


New pack soon.




Z 
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...   Created on 02.09.2008 - 13:07Jump to top Quote this post Report this post Edit Delete


Nice. Can't wait.




KrossX 
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...   Created on 16.09.2008 - 00:31Jump to top Quote this post Report this post Edit Delete


Yeah! New pack! New pack!! ^^





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Z 
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...   Created on 23.11.2008 - 17:55Jump to top Quote this post Report this post Edit Delete


New pack! New pack! : D




Snu 



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Here's another cheer for a new pack. Yay!





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9:) Lindsey Dubb

SuheBator 



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I would suggest add a little cell-shading to AA Shader v2.o. It looks great for me. AA 2.o looks blury on 1024x768 without cell-shading.

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/*
   AA cell-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.

*/

const float th = 0.50;      // outlines sensitivity, recommended from 0.00...0.50
const float bb = 0.10;      // outlines strength,    recommended from 0.10...2.00
const float pp = 1.50;      // outlines blackening,  recommended from 0.25...2.00

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;
        float d = bb*pow(max(d1+d2+hl+vl-th,0.0),pp)/(dot(c11,dt)+0.25);
    gl_FragColor.xyz= (hl*(c10+c12)+vl*(c01+c21)+d1*(c20+c02)+d2*(c00+c22)+ww*(1.1-d)*c11)/(3.0*ww);
}




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