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#61 (permalink) |
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.!. (^.^) .!.
![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: You're looking at it right now.
Posts: 2,017
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looking forward to it
__________________
"Going too far is going almost all the way around the world, then turn around to go back" - me "He's not going too far, he's going around the world" - me "They're looking for a factbook in the fiction section of the library." - me "I find spam useless and fatally contradictive to its own existence." - me |
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#63 (permalink) |
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.!. (^.^) .!.
![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: You're looking at it right now.
Posts: 2,017
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they're not bad, though max levels blurs way too much ![]() I love daisy level 2
__________________
"Going too far is going almost all the way around the world, then turn around to go back" - me "He's not going too far, he's going around the world" - me "They're looking for a factbook in the fiction section of the library." - me "I find spam useless and fatally contradictive to its own existence." - me |
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#65 (permalink) | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 107
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Quote:
Ciao. P.S.:your AA shader is very similar to ShadX-Maruke shader... |
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#66 (permalink) | |
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guest.r
![]() ![]() Join Date: Mar 2006
Location: EU
Posts: 221
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Quote:
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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#67 (permalink) | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 107
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Quote:
Ciao.
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#68 (permalink) |
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guest.r
![]() ![]() Join Date: Mar 2006
Location: EU
Posts: 221
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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 22:25.. |
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#69 (permalink) |
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.!. (^.^) .!.
![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: You're looking at it right now.
Posts: 2,017
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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)
__________________
"Going too far is going almost all the way around the world, then turn around to go back" - me "He's not going too far, he's going around the world" - me "They're looking for a factbook in the fiction section of the library." - me "I find spam useless and fatally contradictive to its own existence." - me |
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#70 (permalink) |
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Registered User
Join Date: Jan 2007
Location: Marseille
Posts: 10
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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??
__________________
Config: Fujitsu Amillo PI 1556 C2 Duo T5500 GF go 7600 @ 520/420 1GO ram ddr2 HD 120 go 5400tr SATA II Not so bad for a laptop |
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#71 (permalink) |
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.!. (^.^) .!.
![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: You're looking at it right now.
Posts: 2,017
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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?
__________________
"Going too far is going almost all the way around the world, then turn around to go back" - me "He's not going too far, he's going around the world" - me "They're looking for a factbook in the fiction section of the library." - me "I find spam useless and fatally contradictive to its own existence." - me |
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#74 (permalink) |
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ZSNES & ePSXe Beta Tester
![]() Join Date: Feb 2002
Posts: 85
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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?
__________________
-GreenImp GreenImp's ePSXe Doc OS: Windows XP professional (SP2) CPU: AMD Atholon 64 X2 Dual Core 4200+ Graphics Card: PNY GeForce 9800 GT XLR8 PE (1GB GDDR3 - PCI-E x16) Memory: 1 GB DDR2 Corsair Sound Card: Sound Blaster Live! value Mobo: ASUS M2N32-SLI Deluxe (NVIDIA nForce 590 SLI MCP) |
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#75 (permalink) | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 107
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Quote:
Ciao.
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#76 (permalink) |
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ZSNES & ePSXe Beta Tester
![]() Join Date: Feb 2002
Posts: 85
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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. >.<
__________________
-GreenImp GreenImp's ePSXe Doc OS: Windows XP professional (SP2) CPU: AMD Atholon 64 X2 Dual Core 4200+ Graphics Card: PNY GeForce 9800 GT XLR8 PE (1GB GDDR3 - PCI-E x16) Memory: 1 GB DDR2 Corsair Sound Card: Sound Blaster Live! value Mobo: ASUS M2N32-SLI Deluxe (NVIDIA nForce 590 SLI MCP) |
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#77 (permalink) | |
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Not so likeable!
![]() ![]() Join Date: Feb 2004
Location: Torino (Italy)
Posts: 107
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Quote:
Ciao. |
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#78 (permalink) |
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ZSNES & ePSXe Beta Tester
![]() Join Date: Feb 2002
Posts: 85
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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.
__________________
-GreenImp GreenImp's ePSXe Doc OS: Windows XP professional (SP2) CPU: AMD Atholon 64 X2 Dual Core 4200+ Graphics Card: PNY GeForce 9800 GT XLR8 PE (1GB GDDR3 - PCI-E x16) Memory: 1 GB DDR2 Corsair Sound Card: Sound Blaster Live! value Mobo: ASUS M2N32-SLI Deluxe (NVIDIA nForce 590 SLI MCP) |
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#79 (permalink) |
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guest.r
![]() ![]() Join Date: Mar 2006
Location: EU
Posts: 221
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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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#80 (permalink) |
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ZSNES & ePSXe Beta Tester
![]() Join Date: Feb 2002
Posts: 85
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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.
__________________
-GreenImp GreenImp's ePSXe Doc OS: Windows XP professional (SP2) CPU: AMD Atholon 64 X2 Dual Core 4200+ Graphics Card: PNY GeForce 9800 GT XLR8 PE (1GB GDDR3 - PCI-E x16) Memory: 1 GB DDR2 Corsair Sound Card: Sound Blaster Live! value Mobo: ASUS M2N32-SLI Deluxe (NVIDIA nForce 590 SLI MCP) |
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