Custom PPSSPP shaders
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10-31-2013, 04:54 PM
Post: #106
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RE: Custom PPSSPP shaders
Updated the link in original post Also removed OGL2Lookup which was useless.
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10-31-2013, 05:15 PM
Post: #107
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RE: Custom PPSSPP shaders | |||
10-31-2013, 05:16 PM
(This post was last modified: 10-31-2013 05:19 PM by naoan.)
Post: #108
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RE: Custom PPSSPP shaders
(10-31-2013 03:37 PM)Combone Wrote: @Danyal Zia Here's the updated version of my port (along with the requested aa 2d 3d, which look bad btw ) http://www.mediafire.com/?m01rx1t6czuvju3 Just unpack it to assets/shaders folder, delete the old shaders file and the entries inside the defaultshaders.ini if you have it, I've put it inside the extra.ini so it would not get overwritten if you update your ppsspp. |
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10-31-2013, 05:40 PM
(This post was last modified: 10-31-2013 06:16 PM by Combone.)
Post: #109
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RE: Custom PPSSPP shaders
(10-31-2013 05:16 PM)naoan Wrote:(10-31-2013 03:37 PM)Combone Wrote: @Danyal Zia Thanks Go Go Test ............. EDIT: Tested.. AA Shader + Natural Vision ************* AA 2D+3D GLSL |
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11-01-2013, 05:45 PM
Post: #110
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RE: Custom PPSSPP shaders
About StoryBook Shader..
Someone has tested? (PPSSPP Emulator ).. Shader demonstration.. ..... |
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11-05-2013, 02:23 AM
Post: #111
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RE: Custom PPSSPP shaders
Hello all. This is my first post in the PPSSPP community!
Anyway, I downloaded PPSSPP so that I could emulate Birth By Sleep (actually purchased Birth By Sleep on Amazon for the purpose). As I played it, I realized there was one thing missing - when I played KH1 and 2, I played them on those old NTSC televisions. I wanted to replicate that feel as a post process shader, and I'm nearly there. There is just one thing I need - is there any way to get some kind of time value in the shader? I want to scroll the scanlines over time, but have no idea how. Any help? |
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11-05-2013, 08:54 AM
Post: #112
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RE: Custom PPSSPP shaders
Hm, sorry there's no time value yet, might add one though.
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11-05-2013, 09:39 AM
Post: #113
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RE: Custom PPSSPP shaders
(11-05-2013 02:23 AM)KillaMaaki Wrote: Hello all. This is my first post in the PPSSPP community! Can't you just do some loop from top to bottom pixel until it reset back to top periodically? Not sure if that's what you want though. |
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11-05-2013, 04:17 PM
(This post was last modified: 11-06-2013 05:56 AM by KillaMaaki.)
Post: #114
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RE: Custom PPSSPP shaders
(11-05-2013 09:39 AM)naoan Wrote:(11-05-2013 02:23 AM)KillaMaaki Wrote: Hello all. This is my first post in the PPSSPP community! That's the thing though - without a time value I can't do any animation in the shader. I actually prototyped this shader with the Unity game engine first - there they expose a global _Time vector which contains various multiples of the current time. I use that to offset scan position per pixel (which scrolls the scanlines). To give a bit more detail on the shader, it first calculates scanlines - per pixel it's either 1 or 0, forming horizontal stripes. It uses that to offset UV position, so on 1 it offsets a few pixels to the right, on 0 it doesn't offset. Makes it look a bit like those staggered phosphor TVs. It also splits the red and green channels, shifting each left and right slightly to kind of simulate NTSC color bleed. It actually looks really good when I animate the scanlines (in my Unity prototype), but without the animation it kind of looks boring. EDIT: Actually, on a side note, anybody know how to implement multipass shaders? Thinking about porting over an actual NTSC shader, but they're all 3-pass and I'm unsure how to do this with PPSSPP. EDIT 2: Got the first pass of the NTSC shader ported. Currently looks exactly like what happens when you connect a Y cable to a composite connection (you get a grayscale image with a few color artifacts/bleeding) EDIT 3: Here's a prototype I made with the Unity game engine https://dl.dropboxusercontent.com/u/9910...TDemo.html It's off by default, hit "Toggle NTSC" to turn it on/off. If I could make a multipass shader in PPSSPP (and have access to some kind of Time or frame count value) I would really love to get this ported over. |
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12-02-2013, 06:22 AM
Post: #115
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RE: Custom PPSSPP shaders
will there be more shaders ? or like can we add ones from epsxe emulator or will they not work ?
Try AntiMicro graphical program used to map keyboard keys and mouse controls to a gamepad/controller. http://forums.ppsspp.org/showthread.php?tid=12513 or http://www.x360ce.com |
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12-02-2013, 04:53 PM
Post: #116
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RE: Custom PPSSPP shaders
Just a small(?) news - we can use time value now in our shaders.
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. |
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12-05-2013, 08:34 PM
(This post was last modified: 12-06-2013 10:55 AM by Kokoro.)
Post: #117
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RE: Custom PPSSPP shaders
Hi.
Like LunaMoo I was trying to merge two shaders: FXAA with Natural, but I'm not good with this and cant menage Natural shader to work together with FXAA shader. If someone could help me, with what is wrong in my code, and could improve it to work, I would be grateful. fsh file Code: //================ vsh file Code: uniform vec4 u_texelDelta; |
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12-06-2013, 01:21 PM
Post: #118
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RE: Custom PPSSPP shaders
void main() is the return function, you have to mix both shaders there, also vsh file of natural ~ vertex shader had a small, but confusing bug:
Code: uniform vec4 u_texelDelta; Code: uniform vec2 u_texelDelta; Code: u_texelDelta.xyxy; Joined them myself now ~ you can download and see how I did it. 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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12-06-2013, 03:31 PM
Post: #119
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RE: Custom PPSSPP shaders
Now I understand what's going on. Thanks for the response and help, now I know how to combine shaders with each other. +1 Rep for you
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12-09-2013, 07:07 PM
Post: #120
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RE: Custom PPSSPP shaders
* Brothers!
* i need a little help. * this is my first try to use custom shaders i got from browsing the whole thread. * i cant make it work * im using latest build u can see on buildbot. * on android. * i extracted the files in sdcard > PSP > shaders * then opened ppsspp. * when i select the " PostP Shader " button in the options * ppsspp crashes. * shaders i tried can be found on the first page. Reality is a Lovely Place, But i Wouldn't Wanna Live There.. • • gLoBe ~ |
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