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Old February 2nd, 2007   #61 (permalink)
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looking forward to it
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Old February 8th, 2007   #62 (permalink)
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Arrow

I simplified my shader 2.0. Should look nicer and run faster.
Maybe not faster on ole gf5xxx.

Last edited by guest.r; April 6th, 2007 at 21:25.
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Old February 8th, 2007   #63 (permalink)
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they're not bad, though max levels blurs way too much
I love daisy level 2
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Old February 8th, 2007   #64 (permalink)
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Yeah, levels 1 and 4 serve more for decoration. Although can lvl. 1 do some nice AA when using VeryHighX and UltraHighY - minding games like FF7, FF9...which originally run in 320x240.
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Old February 16th, 2007   #65 (permalink)
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Originally Posted by guest.r View Post
Yeah, levels 1 and 4 serve more for decoration. Although can lvl. 1 do some nice AA when using VeryHighX and UltraHighY - minding games like FF7, FF9...which originally run in 320x240.
VeryHighX and UltraHighY don't require a AA shader because it means, for 320x240 games, a 1280x1920 supersampling buffer. If you run at 1024x768 is approximately equivalent, enabling only "Screen filtering", to 3x AA. But some games runs at 368x480 (Tekken3 for example) and the supersampling buffer becomes 1472x3840, approximately equivalent to 7x AA.
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P.S.:your AA shader is very similar to ShadX-Maruke shader...
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Old February 16th, 2007   #66 (permalink)
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VeryHighX and UltraHighY don't require a AA shader because it means, for 320x240 games, a 1280x1920 supersampling buffer. If you run at 1024x768 is approximately equivalent, enabling only "Screen filtering", to 3x AA. But some games runs at 368x480 (Tekken3 for example) and the supersampling buffer becomes 1472x3840, approximately equivalent to 7x AA.
Ciao.

P.S.:your AA shader is very similar to ShadX-Maruke shader...
As displays are of different pixel-count sizes, the y resolution of 1024 is not the ultimate. If someone decides to use a bigger y display resolution, the shader lvl.1 in the AA shaders actualy begins to make sense.

About the similarity with ShadX-Maruke shader...It looks a bit alike the "ShadX Last shader", that would describe the situation better. I stumbled uppon it (my version) quite some time ago, posted it under the name "Tribute to Shadx's genius shader", removed it since i remebmered ShadX isn't the nicest, posted it as The 2xGLSL 2.0 shader, then removed it after a while for personal reasons.
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Old February 16th, 2007   #67 (permalink)
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Originally Posted by guest.r View Post
About the similarity with ShadX-Maruke shader...It looks a bit alike the "ShadX Last shader", that would describe the situation better. I stumbled uppon it (my version) quite some time ago, posted it under the name "Tribute to Shadx's genius shader", removed it since i remebmered ShadX isn't the nicest, posted it as The 2xGLSL 2.0 shader, then removed it after a while for personal reasons.
It don't looks a bit alike the ShadX-Maruke shader, is the ShadX-Maruke shader modified a bit... but if you think is correct to post a shader under GPL that is copied from another non copyrighted shader, is correct for me too.
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Old February 17th, 2007   #68 (permalink)
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The shadx-maruke shader uses a very similar coding approach as the 2xglsl 2.0 shader and the 2xglsl 2.0 shader was posted a bit before.

------------------------------------------------------------

New shaderpack is out. Nice improovements were made to some shaders.

Last edited by guest.r; April 6th, 2007 at 21:25.
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Old March 2nd, 2007   #69 (permalink)
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alright. I dunno if you made any changes or updated the version, or if it's just me, but colored storybood shader is near-proper at max level. (i still get those ugly black over-pixelated slashes across my screen though)
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Old March 4th, 2007   #70 (permalink)
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Just one question... Is it possible to merge two différent shaders in one in order to have the two effects combined ???

By exemple a cartoon shader with (false) HDR lighting??
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Old March 7th, 2007   #71 (permalink)
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You could probably write a shader with both yourself, but i don't know of any plugins that allow two at a same time.

BTW, how's that ARB conversion going SimoneT?
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Old March 8th, 2007   #72 (permalink)
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...
BTW, how's that ARB conversion going SimoneT?
I'm working on... but, lately, I have less free time ... sorry.
Ciao.
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Old March 14th, 2007   #73 (permalink)
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The shadx-maruke shader uses a very similar coding approach as the 2xglsl 2.0 shader and the 2xglsl 2.0 shader was posted a bit before...
Can you give me the posting date? I'm so curious...
Ciao
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Old March 28th, 2007   #74 (permalink)
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DOS Box CVS now has a 2xSaI shader, even though I know it's Direct3D, but where is the OpenGL 2xSaI shader at for Pete's OGL2 plugin?
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Old March 28th, 2007   #75 (permalink)
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DOS Box CVS now has a 2xSaI shader, even though I know it's Direct3D, but where is the OpenGL 2xSaI shader at for Pete's OGL2 plugin?
The Direct3D 2xSal shader is a six pass shader (pass prod0, pass prod1, pass prod2_pass0, pass prod2_pass1, pass prod2_pass2 and pass P0). On Pete's OGL2 plugin only one pass is allowed.
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Old March 29th, 2007   #76 (permalink)
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Ahh True, but I'd like to see one though even if it is piss slow. lol I've tried Googlin' and haven't had any luck. These shaders are working much better compared to what they used to on my 5900 FX, which is obvious, but I'm curious to see how well my 7600 GT will handle an OGL2 2xSaI shader. Wish I had the talent to code it. I have trouble just editing the current shaders. >.<
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Old March 29th, 2007   #77 (permalink)
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Ahh True, but I'd like to see one though even if it is piss slow... >.<
The major limitations are in the native hw limits (max instructions, max texture images, max texture coords, etc...), not in the speed... real 2xSaI is impossible to do in one pass for now, even if you have a 8800 GTX. Sorry.
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Old March 30th, 2007   #78 (permalink)
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Now that I didn't know. Never realized that it could only do one pass. That's probably why I have trouble trying to combine two shaders into one too. =P Thanx for the responses SimoneT.
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Old March 30th, 2007   #79 (permalink)
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In fact, such a shader could be made under PS 3.0 conditions.
The patterns should be well re-defined and analysed.
Even an arbitrary Sai(SuperSai, SuperEagle) could be made. Why not.
But the process of making would require much intelectual work.
The direct port is not an adequate option.
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Old March 31st, 2007   #80 (permalink)
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Ohh well. Hopefully an OpenGL 2xSaI shader will be made sometime. I'll keep using your AA shader in the mean time guest.r =) Right now I'm playin' through Ogre Battle with it.
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