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moi 



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Date registered: 19.12.2005
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...   Created on 19.12.2005 - 04:44Jump to top Quote this post Report this post Edit Delete


Greetings! I'm impressed by the various effects easily obtained by using shaders with the OGL2 plugin, so I hacked something together on top of a SNES emulator to use shaders made for pete's OGL2 plugin for the same purpose. The problem is though, I'm not sure exactly what to pass the shader for uniforms. Could someone tell me what the OGL2Size and OGL2Param vectors should be populated with in terms of texture size, portion of the texture currently being used, output screen size, or whatever? Thanks.




ShadX ...
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Date registered: 20.01.2005
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...   Created on 19.12.2005 - 12:39Jump to top Quote this post Report this post Edit Delete


OGL2Size.xy is the emulated PSX VRAM size (pbuffer size), not the texture size... The original PSX VRAM size is 1024x512 but with OGL2 plugin you can configure it up to 4096x2048 (vh-x, vh-y).
For SNES emu you must create a pbuffer large enough to store entire SNES buffer, render the scene into it and copy it (via shaders) to back-buffer...
Bye
P.S.: example of PSX VRAM



[Dieser Beitrag wurde am 19.12.2005 - 13:53 von ShadX aktualisiert]




moi 



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...   Created on 19.12.2005 - 17:17Jump to top Quote this post Report this post Edit Delete


Perfect!

BS F-Zero 2 using pete's scale2x shader:

www.oberlin.edu/student/nmain/fzero_scale2x.PNG

@guest: Accomplishing this without tweaking the shaders lets users (if there ever are any) use all the stuff you guys make as a 100% compatible drop in. The average user isn't too smart =D

Is it worth adding the code to suppport .vp and .fp in addition to GLSL shaders?





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