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"Out of curiosity. Why do you use x2048 y1024 on these floats..."
The OGL2 texturesize is a multiple of (1024,512).
Though the aspect ratio must stay correct for the optimal effect.
If the aspect is altered, altering theese values might correct the effect, that's true.
I could have used like 0.125*(1/1024,1/512), 0.25*(1/1024,1/512)...
But the end effect with my current lines is the same.
Why GPL?
It's the most common custom to give a scaler (or a fullscreen filter) under the GPL if it's meant to be used with an emulator.
The author of the 2xSai engine, for example, observed "eagle" and his engine, wrote his own filter and then published his works under the GPL.
I like GPL because it's quite liberal and any interested coder may continue where a previous one finished.
About puting on limitations of what can and what can't be written or published:
Shaders are simple programs and there are some common tasks (convolution filters, resizers, AA, scalers, color adj....) in fullscreen postprocessing. Saying what one can and can't code would mean (legaly) to abnegate every single shader writer in certain communities - if he publishes something.
I would rather say one must stay legal, which is currently not to hard in EU.
"And this is also the reason why ShadX has deleted all its shaders from the Pete's forum."
If ShadX would decide to publish his shaders - and if he (re)codes the code by himself, that would IMO be legal in the EU - something like OpenOffice style.
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