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Tim Allen [Fri, 7 Sep 2012 10:58:33 +0000 (20:58 +1000)]
Ignore Python droppings.
Tim Allen [Wed, 5 Sep 2012 13:45:52 +0000 (23:45 +1000)]
A shader for testing multipass implementations.
Tim Allen [Wed, 29 Aug 2012 23:13:30 +0000 (09:13 +1000)]
Add Pixellate-scanlines combo shader.
Posted by hunterk here:
http://board.byuu.org/viewtopic.php?p=72130#p72130
Tim Allen [Sat, 16 Jun 2012 13:38:43 +0000 (23:38 +1000)]
Fix typo in comment.
Tim Allen [Sun, 1 Apr 2012 12:13:33 +0000 (22:13 +1000)]
Fix the licensing link for Pixellate.
Looks like I copy/pasted the wrong URL. D'oh!
Tim Allen [Tue, 27 Mar 2012 10:45:41 +0000 (21:45 +1100)]
Update to 5xBR v3.7 shaders.
It has been pointed out to me that it is actually useful to have all
three variants of the 5xBR shader, so I've included them under
descriptive names rather than their original filenames:
5xBR v3.7a -> 5xBR Rounded
5xBR v3.7b -> 5xBR Semi-Rounded
5xBR v3.7c -> 5xBR Squared
From this thread on the bsnes forums:
http://board.byuu.org/viewtopic.php?p=59514#p59514
Tim Allen [Tue, 6 Mar 2012 10:36:08 +0000 (21:36 +1100)]
Updates to the Pixellate shader.
A faster version of the GLSL version, and a matching HLSL port.
From this forum thread:
http://board.byuu.org/viewtopic.php?p=57250#p57250
Tim Allen [Sat, 3 Mar 2012 13:13:27 +0000 (00:13 +1100)]
5xBR: Don't shrink single dark pixels.
This makes sure that single dark pixels (such as Yoshi's eyes in Super
Mario World, or the spikes on the Pokeys) aren't 'eaten up' by
surrounding brighter colours.
Tim Allen [Sat, 3 Mar 2012 09:23:59 +0000 (20:23 +1100)]
Credit crazy46guy for the GLSL conversion of 5xBR
Tim Allen [Thu, 1 Mar 2012 13:23:14 +0000 (00:23 +1100)]
A GLSL version of Hyllian's 5xBR shader.
Posted to the bsnes forums in this thread:
http://board.byuu.org/viewtopic.php?f=3&t=2512
Hyllian's original Cg shader is available here:
https://github.com/twinaphex/common-shaders/blob/master/xBR/5xBR-v3.5a.cg
Tim Allen [Thu, 9 Feb 2012 12:46:21 +0000 (23:46 +1100)]
Remove support for bsnes v083 shaders.
As of version v085 (maybe v084), bsnes supports the traditional XML
format for shaders once again, so the special translation scripts are no
longer necessary.
Tim Allen [Thu, 9 Feb 2012 12:38:55 +0000 (23:38 +1100)]
Updated the interlaced version of the CRT shader.
Also, there's now a 'halation' version of the CRT-interlaced shader,
which adds a subtle glow around bright parts of the screen, much like
a genuine CRT does.
From this post by hunterk on the bsnes forums:
http://board.byuu.org/viewtopic.php?p=54531#p54531
Tim Allen [Sat, 4 Feb 2012 09:27:24 +0000 (20:27 +1100)]
New version of the CRT shader from cgwg.
Changelog:
- More accurate geometry for simulating a spherically curved CRT. Now
controlled by two parameters: radius of curvature and distance of
viewer from screen.
- Tilting of the simulated screen.
- Hard border and rounded corners.
- Adjustable overscan.
- Moved most of the parameters to the vertex shader file. See the
comments at the start of the main function. There are still a few
#defines that can be toggled in the fragment shader files.
- 3x oversampling of the beam profile. Reduces Moiré patterning at small
output sizes. This has probably the biggest impact on performance, and
should be disabled if things become sluggish.
As discussed in this thread:
http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=74575#Post74575
Tim Allen [Fri, 21 Oct 2011 11:35:36 +0000 (22:35 +1100)]
A CRT shader that handles interlaced video.
This is a slight modification of shaders/OpenGL/v1.0/CRT.shader that
detects when it's being fed an interlaced video frame, and only displays
the odd or even fields as appropriate. This provides more authentic and
natural rendering of interlaced frames, but requires features from the
v1.1 spec so it can't just replace the original CRT shader.
The original modification was done by cgwg here:
http://board.byuu.org/viewtopic.php?p=41966#p41966
...and rebased onto the latest version of the CRT shader by hunterk:
http://board.byuu.org/viewtopic.php?p=47087#p47087
Tim Allen [Thu, 20 Oct 2011 10:44:33 +0000 (21:44 +1100)]
Add HQ4x shader.
This shader was originally written for Pete's OpenGL plugin (a video
renderer for Playstation emulators), and converted to an XML shader file
by hunterk in this post:
http://board.byuu.org/viewtopic.php?p=47099#p47099
Tim Allen [Fri, 14 Oct 2011 11:01:50 +0000 (22:01 +1100)]
Apply filter settings from bsnes v083 shaders.
This makes these shaders work properly with bsnes v083, as well as
XML Shader Format v1.1-compatible host applications.
Tim Allen [Fri, 14 Oct 2011 10:00:06 +0000 (21:00 +1100)]
Quilez shader requires linear filtering.
The 'filter' attribute isn't strictly compatible with version 1.0 of the
XML shader spec, but it doesn't hurt... and versions of bsnes that don't
support 'filter' let you toggle it manually in the menus anyway.
Tim Allen [Wed, 5 Oct 2011 12:19:07 +0000 (23:19 +1100)]
A tool to make a set of shaders for bsnes v083.
bsnes v083 only understands shaders in the new "BML" format, which is
still in flux, and does not perfectly align with the XML document model.
I've included an XSLT script which seems to transform XML shaders into
a format acceptable to bsnes v082r30; we'll see if it still works with
bsnes v083 final.
Tim Allen [Tue, 4 Oct 2011 12:42:38 +0000 (23:42 +1100)]
A tool to make a set of shaders for bsnes v082.
Actually, this set should work for any version of bsnes that supports
XML shaders. Very old versions don't actually require the target
(Direct3D or OpenGL) in the filename, but it doesn't hurt.
Tim Allen [Tue, 4 Oct 2011 12:09:22 +0000 (23:09 +1100)]
Copied XML shaders from my bsnes repository.
bsnes v083 changes the supported shader format from the traditional XML
format to a new markup format. Therefore, there's not much point keeping
shaders in XML format in the bsnes repository.