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Custom PPSSPP shaders
09-21-2016, 08:12 PM
Post: #271
RE: Custom PPSSPP shaders
Yeah I saw it first time;p and as mentioned earlier couldn't reproduce it, tried same game and even experiemented with non default gpu driver settings like VSR checking 2 pc's with amd gpu's and win 7, nothing bad happens here:
   

Your screenshot doesn't exactly point at any problem, such result would happen when rgb vector ends up (0,0,0) aka black for texture coords x/y under 0.5, something like that shouldn't happen unless you modified a shader to do that possibly by mistake when trying to tweak it outside exposed variables.
If you didn't even touched those files, it must be something specific to your system, bug at your gpu driver, some dll injector or whatever other software you might be using that could be affecting ppsspp, no idea what could that be.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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09-21-2016, 10:15 PM
Post: #272
RE: Custom PPSSPP shaders
(09-21-2016 08:12 PM)LunaMoo Wrote:  Yeah I saw it first time;p and as mentioned earlier couldn't reproduce it, tried same game and even experiemented with non default gpu driver settings like VSR checking 2 pc's with amd gpu's and win 7, nothing bad happens here:


Your screenshot doesn't exactly point at any problem, such result would happen when rgb vector ends up (0,0,0) aka black for texture coords x/y under 0.5, something like that shouldn't happen unless you modified a shader to do that possibly by mistake when trying to tweak it outside exposed variables.
If you didn't even touched those files, it must be something specific to your system, bug at your gpu driver, some dll injector or whatever other software you might be using that could be affecting ppsspp, no idea what could that be.

Well thanks for the help... I'll check my gpu drivers and go from there. Thanks again!
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09-26-2016, 11:24 AM
Post: #273
RE: Custom PPSSPP shaders
Updating to the latest AMD drivers fixed the problem, however I cannot use the latest drivers as it's breaks some games..(Final Fantasy IV)

?
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09-26-2016, 02:32 PM
Post: #274
RE: Custom PPSSPP shaders
Hmm I was going to see if I could find out more about this glitch, but if it's because of an old driver, then I don't think there's much I'll be able to do, sorry. Sad
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09-27-2016, 07:36 AM (This post was last modified: 09-27-2016 09:17 AM by LunaMoo.)
Post: #275
RE: Custom PPSSPP shaders
@Rick1974 I was able to reproduce this quarter screen issue of yours through forcing older ogl drivers by placing outdated dll's in ppsspp directory and at least in that case it was caused by pow(x,2), so try this workaround:
.7z  arcadescanlines1.1fix.7z (Size: 2.06 KB / Downloads: 941)

Edit: also note I think the issue isn't even about outdated dll's, but the fact that they came from drivers for different gpu installed on different pc as the same old drivers, installed normally worked fine with this shader without changes;p.

Edit2: Actually this fix seems like it how should have been done in the first place see POW reference notably this ~ "The result is undefined if x<0" so it works with POW for full screen with that - 0.5 only due to driver interpretation, let's call it luck as following documentation the 3/4 black screen was correct result of this code.Tongue

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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09-27-2016, 01:51 PM
Post: #276
RE: Custom PPSSPP shaders
(09-27-2016 07:36 AM)LunaMoo Wrote:  @Rick1974 I was able to reproduce this quarter screen issue of yours through forcing older ogl drivers by placing outdated dll's in ppsspp directory and at least in that case it was caused by pow(x,2), so try this workaround:

Edit: also note I think the issue isn't even about outdated dll's, but the fact that they came from drivers for different gpu installed on different pc as the same old drivers, installed normally worked fine with this shader without changes;p.

Edit2: Actually this fix seems like it how should have been done in the first place see notably this ~ "The result is undefined if x<0" so it works with POW for full screen with that - 0.5 only due to driver interpretation, let's call it luck as following documentation the 3/4 black screen was correct result of this code.Tongue

@LunaMoo
Thanks x1,000!

This absolutely worked! I truly appreciate you figuring this out and posting a fix. Give yourself a nice pat on the back ;>)

Between this shader and the one you converted earlier (LCD3X) I can finally put RetroArch away and use PPSSPP exclusively.

Thanks again!
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09-27-2016, 05:16 PM
Post: #277
RE: Custom PPSSPP shaders
(09-27-2016 07:36 AM)LunaMoo Wrote:  Edit2: Actually this fix seems like it how should have been done in the first place see POW reference notably this ~ "The result is undefined if x<0" so it works with POW for full screen with that - 0.5 only due to driver interpretation, let's call it luck as following documentation the 3/4 black screen was correct result of this code.Tongue

Haha I guess I should make a proper update sometime, while I'm at it I should try to improve some stuff (such as the aperture grille effect).
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09-28-2016, 03:05 AM
Post: #278
RE: Custom PPSSPP shaders
Probably this might be more common issue on other platforms PPSSPP supports due to less fancy drivers.
Just note that "pow(abs(x),y)" can also be used, if you want "visually nicer" code ~ it's actually slightly slower through when y is just 2.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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10-17-2016, 12:22 AM (This post was last modified: 10-17-2016 12:24 AM by shinra358.)
Post: #279
RE: Custom PPSSPP shaders
Any way to use 2xbrz instead of just 5xbrz? On snes9x, 2xbrz seems to look better than 5xbrz because it has the right amount of blur+smoothness. 5xbrz just looks too playdoh-ie for me.

Also, has there ever been an overlay shader made for ppsspp (using a png in-game)?
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10-17-2016, 06:16 AM
Post: #280
RE: Custom PPSSPP shaders
"xBRZ" is not a shader, but a cpu scaler which ppsspp uses for texture scaling, you can select it's scale in options, but it doesn't really have anything to do with shaders.

If you however ment to write "2xBR" then sure, it's pretty much a variant of 5xBR, added it as an option to my custom shader just now, if you want a separate 2xBR, just grab 5xBR from PPSSPP find and replace this line on the end:
Code:
    vec3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;
with all of this code:
Code:
    vec3 E0 = E.xyz;
    vec3 E1 = E.xyz;
    vec3 E2 = E.xyz;
    vec3 E3 = E.xyz;
    vec3 P[4];
    P[0] = px.x ? F : H;
    P[1] = px.y ? B : F;
    P[2] = px.z ? D : B;
    P[3] = px.w ? H : D;
    if (edr.x) {
        if (edr_left.x && edr_up.x) {
            E3  = mix(E3 , P[0],  0.833333);
            E2  = mix(E2 , P[0],  0.25);
            E1  = mix(E1 , P[0],  0.25);
        } else if (edr_left.x) {
            E3  = mix(E3 , P[0],  0.75);
            E2  = mix(E2 , P[0],  0.25);
        } else if (edr_up.x) {
            E3  = mix(E3 , P[0],  0.75);
            E1  = mix(E1 , P[0],  0.25);
        } else {
            E3  = mix(E3 , P[0],  0.5);
        }
    }
    if (edr.y) {
        if (edr_left.y && edr_up.y) {
            E1  = mix(E1 , P[1],  0.833333);
            E3  = mix(E3 , P[1],  0.25);
            E0  = mix(E0 , P[1],  0.25);
        } else if (edr_left.y) {
            E1  = mix(E1 , P[1],  0.75);
            E3  = mix(E3 , P[1],  0.25);
        } else if (edr_up.y) {
            E1  = mix(E1 , P[1],  0.75);
            E0  = mix(E0 , P[1],  0.25);
        } else {
            E1  = mix(E1 , P[1],  0.5);
        }
    }
    if (edr.z) {
        if (edr_left.z && edr_up.z) {
            E0  = mix(E0 , P[2],  0.833333);
            E1  = mix(E1 , P[2],  0.25);
            E2  = mix(E2 , P[2],  0.25);
        } else if (edr_left.z) {
            E0  = mix(E0 , P[2],  0.75);
            E1  = mix(E1 , P[2],  0.25);
        } else if (edr_up.z) {
            E0  = mix(E0 , P[2],  0.75);
            E2  = mix(E2 , P[2],  0.25);
        } else {
            E0  = mix(E0 , P[2],  0.5);
        }
    }
    if (edr.w) {
        if (edr_left.w && edr_up.w) {
            E2  = mix(E2 , P[3],  0.833333);
            E0  = mix(E0 , P[3],  0.25);
            E3  = mix(E3 , P[3],  0.25);
        } else if (edr_left.w) {
            E2  = mix(E2 , P[3],  0.75);
            E0  = mix(E0 , P[3],  0.25);
        } else if (edr_up.w) {
            E2  = mix(E2 , P[3],  0.75);
            E3  = mix(E3 , P[3],  0.25);
        } else {
            E2  = mix(E2 , P[3],  0.5);
        }
    }
    vec3 res = (fp.x < 0.50) ? (fp.y < 0.50 ? E0 : E2) : (fp.y < 0.50 ? E1: E3);
and it will turn into 2xBR, should look exactly same on lower display resolutions.


No idea what you mean by overlay shader, if by PNG you ment texture in-game - PPSSPP only supports simple "postprocessing" shaders, the only "texture" those sees is the output.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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10-17-2016, 05:29 PM
Post: #281
RE: Custom PPSSPP shaders
About the xbrz thing, doh, doesn't look the same as on other emus. Does look good for the 2d games i would like to use it on except it creates artifacts when some of those games increase rez. DOH. Guess texture replacement is more suitable here.

Overlay shader - like with snes9x, they have borders you can use on games, even animated borders that are read from a png file. But for this instance, I'm looking for a shader that would choose said png and display it onscreen like so. Mame also can do this. All in all, what ever is on the png, gets displayed over the screen while you are gaming.
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11-04-2016, 12:16 PM
Post: #282
RE: Custom PPSSPP shaders
Hey LunaMoo plz help me.Your shaders does not work. It always show Post Shaders error on top of my screen. Plz reply ASAP
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11-05-2016, 03:08 AM (This post was last modified: 11-05-2016 08:50 AM by LunaMoo.)
Post: #283
RE: Custom PPSSPP shaders
Can't help without actually knowing what the error exactly says which should include a line number and short description.

I only test my shader on amd gpu's & windows drivers, if it doesn't work anywhere else I would like to fix it, but would need at least line number as I'm not going to find a needle in a haystack.

Edit: Found one needle anyway, so you can try redownloading;p, but if it's not that, I will still need to know what error says.
Edit2: Found another needle with an effect I was testing and forgot about when updated the shader last time ~ "super_2xSai" ~ fixed it now, but honestly I might just remove it later, it seems poor and unsure if that's just how it works, or has some bug(~ and yeah it could cause compilation error on some platforms even when not using that effect, windows gpu drivers just makes everyone lazy;p).

~ Also made some cleaning to the first post, it had lots of old/not really needed stuff and broken links to screenshots that no longer exist.;p

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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11-05-2016, 11:01 AM
Post: #284
RE: Custom PPSSPP shaders
No worries man I fixed it But there is still a problem when i enable Gamma It says Post shaders error ERROR : 0:456 No matching function for call to mix (vec3,vec3,int...) any help? My graphics card is Intel HD Graphics 3000. I am using opengl. Reply ASAP!
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11-05-2016, 01:01 PM
Post: #285
RE: Custom PPSSPP shaders
Really just redownload, function for gamma was nowhere close line 456 so I'm guessing you used some outdated version from before I added some new effects. Yeah I have a somewhat bad practice of not versioning my shader;p, but the link while always same, is getting updated whenever I change anything and I usually write when I'm updating it.

Also Gamma never used any ints for anything and I don't remember correcting anything in it since it wasn't copy pasted effect, really it's just one line of code that I wrote after reading how gamma should work. The only reason it even used mix through is because I forgot to remove it while reorganizing how the shader works, it wasn't using int at my file, so really don't know how you got it there, but removed that line completely just now along with the effect mentioned earlier.;]

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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