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stuff.txt
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Shaders:
https://www.dropbox.com/s/ol6yutuy4anens4/glsl.zip?dl=0
Roy Corser Sure...a link for a complete pack. Use only glsl....cg are not supported. I have a good result using "2xsal, x2, nearest" but first disable hw bilinear filtering. Have fun!
(~/.config/retroarch/shaders ?)
/opt/retropie/emulators/retroarch/shader
Jälkimmäinen näyttäs olevan ainakin retroarchin oletushakemisto.
interlaced.glsl ei näyttäny hyvältä.
Ei toiminu suoraan RetroPiestä otettu crt-pi.glsl/crt-pi.glslp.
https://mega.nz/#!ON501ZwT!MSxPmeSCn55G-GmYxiay0zL6NGyU6HTrUbApanJ16nY
/opt/retropie/emulators/retroarch/shader
RetroArch-menu: Settings->Video->Integer scale
https://www.facebook.com/groups/1131759626884432/permalink/1157090121018049/
UTF-8, UNIX
http://www.shaderific.com/glsl-functions/
http://www.khronos.org/files/opengl-quick-reference-card.pdf
https://github.com/libretro/RetroArch/wiki/GLSL-shaders
https://github.com/libretro/common-shaders/tree/master/docs
- scale_typeN (string): This can be set to one of these values:
"source": Output size of shader pass N is relative to the input size
as found in IN.video_size. Value is float.
"viewport": Output size of shader pass N is relative to the size of the
window viewport. Value is float.
This value can change over time if the user
resizes his/her window!
"absolute": Output size is statically defined to a certain size.
Useful for hi-res blenders or similiar.
If no scale type is assumed, it is assumed that it is set to "source"
with scaleN set to 1.0.
It is possible to set scale_type_xN and scale_type_yN to specialize
the scaling type in either direction. scale_typeN however
overrides both of these.
IN.video_size: The size of the actual video data in the texture,
e.g for a SNES this will be generally
(256, 224) for normal resolution frames.
IN.texture_size: This is the size of the texture itself.
Optimally power-of-two sized.
IN.output_size: The size of the video output.
This is the size of the viewport shown on screen.
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
scale_type_x0 = "viewport"
scale_x0 = "1.000000"
scale_type_y0 = "viewport"
scale_y0 = "1.000000"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "3.000000"
//viewport
vec4 _res;
_res = COMPAT_TEXTURE(Texture, TEX0.xy);
_TMP1 = TEX0.y*TextureSize.y;
_TMP1 = gl_FragCoord.y;
_TMP1 = mod(_TMP1-1.5, 3.0) / 3.0;
FragColor = _res - (_TMP1*0.5);
//source
vec4 _res;
_res = COMPAT_TEXTURE(Texture, TEX0.xy);
_TMP1 = TEX0.y*TextureSize.y;
_TMP2 = fract(_TMP1);
if (_TMP2 < 0.5) {
FragColor = _res;
} else {
FragColor = _res * 0.5;
}