Custom PPSSPP shaders
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05-18-2020, 12:41 AM
(This post was last modified: 05-18-2020 01:09 AM by LunaMoo.)
Post: #349
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RE: Custom PPSSPP shaders
It works perfectly fine on my end, althrough maybe you just tried to convert it yourself from some other place and forgot something?
My overgrown shader from the first post now has a new version divided to separate passes since PPSSPP does support multi-pass shaders now, you can just get "LunaVSmoothing.fsh" and edit it to activate AA 4.o then combine with "LunaAll.vsh" and create ini file to set it up for PPSSPP. Next update I'll probably include shader settings, so it all can be changed from PPSSPP UI, I just forget we have shader settings through uniforms now. Edit: Oh I didn't read actual error, your shader copy doesn't have precision declaration, just adding "precision mediump float;" anywhere on the start of the fsh file should fix that issue. PPSSPP has a few backends and translates post process effects automatically for all of them nowadays so things changed a bit from X years ago. 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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