12-02-2013, 04:53 PM
Just a small(?) news - we can use time value now in our shaders.
basically set a
list of parameters from the code page:
float time[4] = {time_now(), (vCount % 60) * 1.0f/60.0f, (float)vCount, (float)(flipCount % 60)};
Tested it by setting one effect to show every second frame and seems to work, althrough I have no idea about using it to improve graphics, guess it was made on @KillaMaaki request ~ good luck with your NTSC shader^_^, multipass is still not possible or so I guess.
Code:
v0.9.5-824-g7c7c4aa Henrik Rydgård 2013-12-02 17:24:20 Add "u_time" uniform to postprocessing shaders.basically set a
Code:
uniform vec4 u_time;float time[4] = {time_now(), (vCount % 60) * 1.0f/60.0f, (float)vCount, (float)(flipCount % 60)};
Tested it by setting one effect to show every second frame and seems to work, althrough I have no idea about using it to improve graphics, guess it was made on @KillaMaaki request ~ good luck with your NTSC shader^_^, multipass is still not possible or so I guess.
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.
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.

