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[Dieser Beitrag wurde am 16.01.2011 - 05:58 von guest aktualisiert]




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[Dieser Beitrag wurde am 16.01.2011 - 05:58 von guest aktualisiert]




zaykho 



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W - O - W !!!!!

That's A W E S O M E !!! o_O


It is very close to what I search, a very nice shader what smooth and improve the color of the game.

Very nice ;p

But what is DOSbox ??? I dont understand ?


Here it's a screen "comporator" ;o











(ps: yes guest as right, be carefull if you use the maximum internal resolution (x,y) with this shader, because your system will be very slow!)




KrossX 
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It's very nice indeed. O_O

Here are some shots running Castlevania: SotN

Pete's OGL2, Internal (0,0):
No shader | Shader level 4

For comparison, with PEOpS:
Scale3x | HQ3x

And yes, the shader is quite demanding. It went from 250+ FPS with the shader disabled, to ~30 FPS when enabled... no difference from level 1 to 4.
Of course, this just with me'old low end piece of... hardware. XD

PS: O_O ... the character looks a bit, fat.. on OGL2.

#EDIT:
More Pete's OGL2 tests.

Same resolution, 1280x960
Internal (2,2)... FPS ~28

Resolution, 640x480
Internal (0,0)... FPS ~106
Internal (2,2)... FPS ~75

Resolution, 800x600
Internal (0,0)... FPS ~70
Internal (2,2)... FPS ~55

I guess it depends a lot more on the normal resolution,
than on the internal resolution. Also, no noticeable
difference in speed between shader levels.




[Dieser Beitrag wurde am 03.07.2009 - 09:27 von KrossX aktualisiert]





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[Dieser Beitrag wurde am 16.01.2011 - 05:59 von guest aktualisiert]




KrossX 
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Yay! More to try~~

I see why is better to try it at native internal resolution.
Quite the limitation having to do all that on one pass.

Anyhow, here are some screens:
OGL2, 1280x960, Internal (0,0), Shader level 4
With FS filter | Without FS filter

There are some artifacts now, those white and yellow... dots?
About speed, no change. XD

And yes, considering what I payed for my low end Series 7, I could buy a 9800GTX+ now. T_T

[Dieser Beitrag wurde am 03.07.2009 - 21:11 von KrossX aktualisiert]





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[Dieser Beitrag wurde am 16.01.2011 - 05:59 von guest aktualisiert]




KrossX 
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O_O .. update and screenies, yay!
Those DOS games look quite nice. XD

I was going to post this screenies, using the shader that had filterparam = 4.0

640x480(0,0): No Shader | Shader lv4
640x480(1,1): No Shader | Shader lv4 <= Looks very nice to me. =D
1280x960(1,1): No Shader | Shader lv4

Now to update the shader files with the new ones. ^_^

#EDIT: With new version~~
640x480(1,1): No Shader | Shader lv4
I notice abolutely, no difference. XD
Imma keep it.

[Dieser Beitrag wurde am 14.07.2009 - 08:12 von KrossX aktualisiert]





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KrossX 
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Cheap (or LQ) version of your OGL2 Smart Shader. Now is not so smart. >_<

Basicly, I just tried to get a better performance with this IGP I'm now using. It needed to reach stable 120FPS with vsync for a "smooth" image and was giving around 95FPS. Now is able to have stable 120FPS most of the time.

Screenies for comparison, without color correction.
SmartShader | NotSmartOne

gpuPeteOGL2.slf

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/*
   The GLSmartTexMag filter shader
   
   Copyright (C) 2009 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 c11 = texture(OGL2Texture, gl_TexCoord[0].xy).xyz;
    vec3 s00 = texture(OGL2Texture, gl_TexCoord[1].xy).xyz; 
    vec3 s20 = texture(OGL2Texture, gl_TexCoord[2].xy).xyz; 
    vec3 s22 = texture(OGL2Texture, gl_TexCoord[3].xy).xyz; 
    vec3 s02 = texture(OGL2Texture, gl_TexCoord[4].xy).xyz;     
    vec3 c01 = texture(OGL2Texture, gl_TexCoord[1].zw).xyz; 
    vec3 c21 = texture(OGL2Texture, gl_TexCoord[2].zw).xyz; 
    vec3 c10 = texture(OGL2Texture, gl_TexCoord[3].zw).xyz; 
    vec3 c12 = texture(OGL2Texture, gl_TexCoord[4].zw).xyz;  
    vec3 dt = vec3(1.0,1.0,1.0);

    float hl=dot(abs(c01-c21),dt)+0.0001;
    float vl=dot(abs(c10-c12),dt)+0.0001;
    float m1=dot(abs(s00-s22),dt)+0.0001;
    float m2=dot(abs(s02-s20),dt)+0.0001;            
    
    vec3 temp1 = m2*(s00 + s22) + m1*(s02 + s20);
    vec3 temp2 = hl*(c10 + c12) + vl*(c01 + c21);
    
    c11 = (temp2/(hl+vl) + c11 + c11) * 0.083333 + (temp1/(m1+m2)) * 0.333333;

    vec3 mn1 = min(min(s00,c01),s02);
    vec3 mn2 = min(min(c10,c11),c12);
    vec3 mn3 = min(min(s20,c21),s22);

    vec3 mx1 = max(max(s00,c01),s02);
    vec3 mx2 = max(max(c10,c11),c12);
    vec3 mx3 = max(max(s20,c21),s22);

    mn1 = min(min(mn1,mn2),mn3);
    mx1 = max(max(mx1,mx2),mx3);

    // float filterparam = 3.0;     

    vec3 dif1 = 0.0001*dt + abs(c11-mn1);
    vec3 dif2 = 0.0001*dt + abs(c11-mx1);

    // dif = pow(dif, filterparam)
    dif1 = dif1 * dif1 * dif1;
    dif2 = dif2 * dif2 * dif2;

    c11 = (dif1 * mx1 + dif2 * mn1) / (dif1 + dif2);
        
    // 16-255    
    // gl_FragColor.xyz = c11 * 1.0669456 - 0.0669456;    
    // 16-235
    gl_FragColor.xyz = c11 * 1.16438356 - 0.07305936;    
    
}


gpuPeteOGL2.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()
{
// 1.0/2048.0 = 0.00048828125
// 1.0/1024.0 = 0.0009765625
float x = OGL2Size.x * 0.0004883 * OGL2Param.x;
float y = OGL2Size.y * 0.0009766 * OGL2Param.y;

vec2 sd1 = vec2( x,y) * 0.5; 
vec2 sd2 = vec2(-x,y) * 0.5;

vec2 ddx = vec2(  x, 0.0); 
vec2 ddy = vec2(0.0,   y);

gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - sd1;
gl_TexCoord[2].xy = gl_TexCoord[0].xy - sd2;
gl_TexCoord[3].xy = gl_TexCoord[0].xy + sd1;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + sd2;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - ddy;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + ddx;
gl_TexCoord[3].zw = gl_TexCoord[0].xy + ddy;
gl_TexCoord[4].zw = gl_TexCoord[0].xy - ddx;
}


[Dieser Beitrag wurde am 14.11.2009 - 12:40 von KrossX aktualisiert]





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