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Old November 17th, 2008   #161 (permalink)
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Total n00b question-

Is it possible for shaders to be applied only to 3d graphics and not sprites, similar to the way text filters work?
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Old December 4th, 2008   #162 (permalink)
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FF9 Shaders

Hey guys, first post and such. I'm a huge fan of all of your work. I've been wondering;
FF9 looks great with the Cellshader by Yeloazndevil and also HDRTV by SimoneT. Is is possible to run these two simultaneously? I've had a peek at the code and I can't figure out anything more than just sticking one on top of the other like this:

Quote:
uniform sampler2D OGL2Texture;

void main(void)
{
vec4 rgb = texture2D(OGL2Texture, gl_TexCoord[0].xy);

vec4 intens = smoothstep(0.2,0.8,rgb)+normalize(vec4(rgb.xyz,1.0 ));

if (fract(gl_FragCoord.y*0.5) > 0.5) intens = rgb * 0.8;

gl_FragColor = intens;
}
uniform sampler2D OGL2Texture;

void main(){
vec3 c,h,o,c0,c1,c2,c3,c4,c5,c6,c7,c8;
float i,k;

c4=texture2D(OGL2Texture,gl_TexCoord[0].xy).rgb;
c3=texture2D(OGL2Texture,gl_TexCoord[1].xy).rgb;
c5=texture2D(OGL2Texture,gl_TexCoord[1].zw).rgb;
c1=texture2D(OGL2Texture,gl_TexCoord[2].xy).rgb;
c7=texture2D(OGL2Texture,gl_TexCoord[2].zw).rgb;
c0=texture2D(OGL2Texture,gl_TexCoord[3].xy).rgb;
c8=texture2D(OGL2Texture,gl_TexCoord[3].zw).rgb;
c2=texture2D(OGL2Texture,gl_TexCoord[3].zy).rgb;
c6=texture2D(OGL2Texture,gl_TexCoord[3].xw).rgb;

k=0.003;
h=0.001*o;
o=vec3(1.0,1.0,1.0);
c0=(h+c0)/(dot(o,c0)+k);
c1=(h+c1)/(dot(o,c1)+k);
c2=(h+c2)/(dot(o,c2)+k);
c3=(h+c3)/(dot(o,c3)+k);
c =(h+c4)/(dot(o,c4)+k);
c5=(h+c5)/(dot(o,c5)+k);
c6=(h+c6)/(dot(o,c6)+k);
c7=(h+c7)/(dot(o,c7)+k);
c8=(h+c8)/(dot(o,c8)+k);
k=0.01;
h=c-c0; i =k/(dot(h,h)+k);
h=c-c1; i+=k/(dot(h,h)+k);
h=c-c2; i+=k/(dot(h,h)+k);
h=c-c3; i+=k/(dot(h,h)+k);
h=c-c5; i+=k/(dot(h,h)+k);
h=c-c6; i+=k/(dot(h,h)+k);
h=c-c7; i+=k/(dot(h,h)+k);
h=c-c8; i+=k/(dot(h,h)+k);
gl_FragColor.rgb=min(o,min(c4+0.2*o,c4+dot(o,c4)*o ))*i*0.125;
}
Quote:
void main(void)
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}

uniform vec4 OGL2Size;

void main(){
vec4 h;

gl_Position=gl_ModelViewProjectionMatrix*gl_Vertex ;
gl_TexCoord[0]=gl_MultiTexCoord0.xyxy;
h.xy=-(h.zw=vec2(1.0/OGL2Size.x,0.0));
gl_TexCoord[1]=gl_TexCoord[0]+h;
h.xy=-(h.zw=vec2(0.0,1.0/OGL2Size.y));
gl_TexCoord[2]=gl_TexCoord[0]+h;
gl_TexCoord[3]=gl_TexCoord[1]+h;
}
As you can guess, it doesn't work. I've tried taking out the second set of "Uniform sampler, void main" stuff but I can't get any love from it.
Any advice?
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Old December 4th, 2008   #163 (permalink)
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you might want to talk to yeloazndevil directy (via pm would be your best shot) since he was the coder for that first shader you mentioned, he would probably know if the other one could somehow be incorporated into his or not.
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Old December 5th, 2008   #164 (permalink)
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no I'm not I uploaded a celshade shader because someone mentioned it and I found it on pete's forums
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Old December 5th, 2008   #165 (permalink)
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must be thinking of someone else then.
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Old December 5th, 2008   #166 (permalink)
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A-ha! Off to petes I go :P
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Old December 19th, 2008   #167 (permalink)
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Could someone please re-upload the Natural Vision shader? All the current link leads to is a tiny zipfile of barely 1 kb that's a 'not-supported format'. Thanks in advance. My attempts to find it through a Google search have been fruitless so far.

EDIT: Nevermind, used a different program to unzip it.

Last edited by Yggdrasill; December 21st, 2008 at 13:14..
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Old December 30th, 2008   #168 (permalink)
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What shader do you recommend for a game with sprites in a 3D background like Xenogears?
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Old December 31st, 2008   #169 (permalink)
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try bloom AA shader by guest.r you'l find his shader pack if you browse arround in this thread
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Old January 15th, 2009   #170 (permalink)
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hi all.
Is there a possibility to write a shader that will remove black borders on top and bottom of the screen and then stretch the image?
look at the screen:


the characters are flat in 16:9, but if u remove the black borders it would look great. i didnt wirited any shader, and i dont know much about them. thx for any help.
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Old January 15th, 2009   #171 (permalink)
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set hires to stretch, and disable the psx aspect ratio
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Old January 15th, 2009   #172 (permalink)
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tried different stretching options, but no luck. i guess the borders are specific (for this game), and can't be removed by using stretching options.
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Old January 22nd, 2009   #173 (permalink)
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shader support

i have a xfx 8600gt 512mb gfx any of you think this will able to run these customs??
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Old January 25th, 2009   #174 (permalink)
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Hi.
I have ATI Radeon 9250, can you tell me what config will be best for me?
I'm playing Brigandine and Digimon World 2 mostly.
plz help
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Old January 25th, 2009   #175 (permalink)
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that's an old card. just use "best settings" and lower the resolution if necessary. depending on the game, it should look ok at 400x300 without losing original pixels.

you may have to use fast settings depending on your video plugin... i assume you're using pete's? use one of his older d3d plugins as the new pete one will not work with your card.
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Old January 25th, 2009   #176 (permalink)
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the 9250 maybe a dx8 card, but it'll still support the pixel shader functions via ARB Shaders in OGL1.5
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Old January 25th, 2009   #177 (permalink)
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yep. i'm using Pete's.
you mean i should use Pete's D3D?
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Old January 28th, 2009   #178 (permalink)
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for the slv shaders what file do i need..lol sorry but each time i config to use slv shaders i get a message sayin ive got some custom files missing..can some one help me out?
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Old January 28th, 2009   #179 (permalink)
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.slv and .slf.
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Old January 29th, 2009   #180 (permalink)
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Quote:
Originally Posted by jonc2006 View Post
.slv and .slf.
how do i get the files im missing....i got the shaders from the link how am i missing them?
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