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Old April 5th, 2012, 14:30   #401
SimoneT
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Quote:
Originally Posted by Hyllian View Post
Great. This code is so tight I always expect artifacts when something is changed.


Bsnes? Someone else already made it in this thread: xml shader

Maybe you wanna contribute there.

EDIT: Your implementation seems a bit different from mine. This is what I'm getting with my Cg shader on PS3:
I found that the code is much more affected by the conversion from RGB(float3) to linear(float) of the texels colors than the variation of the last part of the algorithm. If you change something in the conversion, the result change a lot. I'm working to find a good compromise.
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Old April 5th, 2012, 14:37   #402
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Quote:
Originally Posted by SimoneT View Post
I found that the code is much more affected by the conversion from RGB(float3) to linear(float) of the texels colors than the variation of the last part of the algorithm. If you change something in the conversion, the result change a lot. I'm working to find a good compromise.
Yes, I already knew that it would happen when we simplified the use of yuv_weighted matrix. Though using just the first row of that matrix greatly boosts speed. I think the speed gain is worth.
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Old April 8th, 2012, 01:40   #403
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Hello everyone is there a way to increase the value higher to look even better on a 2560x1600 monitor i like what it does but i would like it to go higher to utilize a higher res
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Old April 18th, 2012, 12:47   #404
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If anyone has time can I please get comparison screenshots of Castlevania: SOTN with 5xBR?

Also should I expect any glitches on a 27" 1080p screen?
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Old April 19th, 2012, 09:15   #405
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Sup guys, your work is amazing!

I don't know if is it the purpose of xbr shader, but have you guys already tried adding some kind of noise effect on the shader?

Like this examples: https://twitter.com/#!/notch/status/.../photo/1/large

I don't know if is that possible, but looks like it can hide some imperfections on the screen.


sorry about the crappy english
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Old April 19th, 2012, 10:35   #406
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I just tested legend of mana with the 5xBR v3.7a NVIDIA rev2 shader on 1366x768 resolution with original pixel ratio.

And then i took a screenshot and tested on photoshop some silly noise effects on the left side of the image, thats the result:

I dont know if adding noise would help merging the colours on high detailed sprites like the sprites from oddword and legend of mana games...
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Old April 19th, 2012, 14:14   #407
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Quote:
Originally Posted by jetrotal View Post
I just tested legend of mana with the 5xBR v3.7a NVIDIA rev2 shader on 1366x768 resolution with original pixel ratio.

And then i took a screenshot and tested on photoshop some silly noise effects on the left side of the image, thats the result:

I dont know if adding noise would help merging the colours on high detailed sprites like the sprites from oddword and legend of mana games...
Adding a "noise" function is relatively simple, but the result can look good only on static images. You can modify yourself the code adding a pseudo noise funtion:
Code:
float pseudoNoise(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
and call it into the shader.

P.S.:The GLSL Noise functions aren't already implemented and usually returns 0.0.

EDIT: added a simple noise GLSL shader. The "Shader Level" param control the noise effect.
Attached Files
File Type: zip Noise.zip (789 Bytes, 98 views)
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Last edited by SimoneT; April 19th, 2012 at 15:53..
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Old April 19th, 2012, 21:34   #408
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lol, i just tried adding the line to the code myself and i broke it all, maybe that happened by using these two lines at same time:
Quote:
gl_FragColor.rgb = E;
gl_FragColor.rgb = res+(0.1+0.05*OGL2Param.z)*res*pseudoNoise(gl_TexC oord[0].xy);
i'm not very smart at codding lol.

Later i checked the shader example you made, is there a way to change the blend mode of it?

i forgot mentioning that when i putted the noise effect on my image, i setted the blend mode in photoshop to 'Color Burn'...


Here is the original noise layer without the 'Color Burn' blend mode:
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Old April 20th, 2012, 09:59   #409
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Quote:
Originally Posted by jetrotal View Post
lol, i just tried adding the line to the code myself and i broke it all, maybe that happened by using these two lines at same time:


i'm not very smart at codding lol.

Later i checked the shader example you made, is there a way to change the blend mode of it?

i forgot mentioning that when i putted the noise effect on my image, i setted the blend mode in photoshop to 'Color Burn'...

Ok, if you like it...
Ciao.
Attached Files
File Type: zip 5xBR v3.7a NVIDIA rev2+Noise.zip (2.5 KB, 216 views)
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Old April 20th, 2012, 11:20   #410
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i changed the noise function a little, from
Quote:
float pseudoNoise(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453)*2.0-0.5;
}
to:
Quote:
float pseudoNoise(vec2 co)
{
return fract((sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453)*2.0-0.5)/1.3;
}

and i realy enjoyed the final result:


thank you very much SimoneT the colors are merging better on Legend of Mana, ill test more games later
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Old April 22nd, 2012, 23:02   #411
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Could someone be so kind as to reupload Guest's 2.2 shader pack? Once I noticed the dead link, I tried Googling for it, but to no avail. Thanks in advance!
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Old April 23rd, 2012, 20:25   #412
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Here you have it.

http://www.ngemu.com/forums/attachme...7&d=1192658004
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Old April 23rd, 2012, 22:17   #413
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Hey guys. First I want to say these shaders are all amazing. Now, a couple questions.

1: KrossX's Vivid Bloom is the ONLY shader I have tried that lags. Can anyone think of why this happens?

2: Is there any way to add some Bloom to the AA shader+Natural Shader?

Again, thank you guys for all your fantastic work!
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Old April 23rd, 2012, 23:04   #414
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Vivid has a slower blur-thing. I think I did put a disclaimer about it somewhere. XD
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Old April 24th, 2012, 00:55   #415
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Oh ok. I must have missed it lol. Thanks for the quick response!
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Old April 24th, 2012, 15:34   #416
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having weird error/cannot play anything



im pretty knowledgeable when it comes to computers (cert. comp hardware specialist ) and i've used emulators since i was about 8 (23 now)

never have had this issue before, im trying to use the cell shaders to play some ps1 games in a more updated fashion. any ideas?
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Old May 12th, 2012, 06:03   #417
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hello i was wandering if anyone could combine the 4xglsoft with the cartoon shaders class B shader I. I would appreciate it greatly.4xGLSoft.7z

Cartoon shader I.7z

Last edited by Failga; May 12th, 2012 at 06:30..
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Old May 13th, 2012, 19:12   #418
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Hmm wonder what shaders work well for Final Fantasy 8-9 and Megaman Legends as well. Since the art direction is different for each game I would assume different shaders would be needed to get each game to look its best. I could not find any videos on Youtube about any shaders except for the cel shader being used on FF8 but it makes the text look like crap and makes it unreaderable to me so that wont work to well for me. Could not find any other shaders for that or any of the other games on there.
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Old May 13th, 2012, 19:30   #419
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Those shaders are really simple, made to run on PS 2.0 cards. With increased floating power and tolerance for higher instruction count, improoved versions are most likely a better option compared with a basic merge.

I think 400 shader processors (AMD) should run it fast enough. If it runs too slow, final resolution can be lowered also.
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File Type: zip CartoonShader.zip (1.7 KB, 123 views)
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Old May 20th, 2012, 10:20   #420
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I really wish there was a simple bilinear filter that's as good as the one on PSXfin. On that emulator, I can play a game like Chrono Cross with perfectly smooth backgrounds (of course the 3D stuff looks awful). None of the built in full screen filters in Pete's plugin do anywhere near as good a job of smoothing the backgrounds as the simple bilinear filter in PSXfin. The closest I've managed to come is AA2.o, but even that isn't quite as good.

Could someone do me a bilinear filter shader?

Last edited by VGRageaholic; May 21st, 2012 at 11:26..
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