Quote:
Originally Posted by mudlord
Thanks for the shaders guest(r).
BTW, have you seen Pete Bernert around? I need to talk to him about implementing your shaders in VBA-M in GLSL/OpenGL mode. Mainly, I have some queries about OGL2Inv, OGL2Size, OGLParam, and other ism's to do with his plugin and how they are meant to be handled by the shader parser.
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Mr. Bernert monitors his site from time to time, so you can drop a message or two.
The variables:
OGL2InvSize.xy: 1/texture_size.xy
OGL2Size.x = texture x size (for example "2048" in "high internal resolution" setting)
OGL2Size.y = texture y size (for example "1024" in "high internal resolution" setting)
OGL2Size.z = tex rect width used for current rendering (psx display width)
OGL2Size.w = tex rect height used for current rendering (psx display height)
OGL2Param.xy: shader effect level depending pre_calculated texel offset values (dx, dy)
OGL2Param.z: shader effect level - 1