Custom PPSSPP shaders
|
03-22-2018, 10:32 PM
(This post was last modified: 04-04-2018 03:32 PM by LunaMoo.)
Post: #333
|
|||
|
|||
RE: Custom PPSSPP shaders
(03-22-2018 09:59 AM)jdgleaver Wrote: (...) I would say there's nothing hardcoded in any post process shader loaded externally from text file;p, but also "scanline size" is actually a define right under the option to activate the effect, left there specially to be messed with.;p (03-22-2018 09:59 AM)jdgleaver Wrote: (...) Hint: as long as it doesn't depend on linear screen scaling filter(which overall makes image blurry when stretched from x1 to higher display/window res) you can simply add "upscaling" flag to shader ini file as it forces x1 render res and nearest screen scaling filter ~ it's required for upscaling filters, but can be used freely for any effects which have similar requirement. This will avoid manual switching of resolution and bothering people to remember about doing so. ~ Quick copy-paste reminder of flags we have: Code: RequiresIntSupport=True - when unsure, you most likely don't need it We also have some special uniforms like Code: u_time 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. |
|||
« Next Oldest | Next Newest »
|