Custom PPSSPP shaders
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10-01-2018, 07:21 AM
Post: #341
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RE: Custom PPSSPP shaders
Simple request. Is it possible to port the sharp-bilinear-simple shader from libretro to PPSSPP? All it does is prescale the image by nearest neighbor integer scaling as high as possible under the current display resolution, and then uses hardware bilinear scaling to do the rest. Extremely useful for 2D games, and it has effectively no performance cost under modern hardware.
I'd do it myself, since the GLSL code doesn't seem to need rewriting, but I don't know how to split it into explicit fragment and vertex shaders as PPSSPP requires. (I also don't know if it'd be Vulkan compatible, and I'd like to use this with my Android phone as well.) I can't link the shader because of account restrictions, but it's sharp-bilinear-simple.glsl under the libretro/glsl-shaders repo on GitHub. That or I'll just post the entire code here: Code: /* |
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