Henrik Rydgård
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10db19efc4
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Add a 2x2 downsampled version of 4xBRZ as 2xBRZ (save memory bandwidth)
fmt
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2021-12-12 23:19:29 +01:00 |
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Henrik Rydgård
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7e097084a6
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Make a copy of tex_4xbrz
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2021-12-12 23:07:11 +01:00 |
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iota97
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6d38ea31df
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Make CRT animation speed configurable
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2021-11-27 10:53:28 +01:00 |
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Henrik Rydgård
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b152dc1b5a
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Remove ARM Mali blacklisting for 4xBRZ, works now
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2021-11-07 16:48:56 +01:00 |
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Henrik Rydgård
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43dc54bc4a
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Comment fix, remove assert
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2021-11-07 16:30:47 +01:00 |
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Henrik Rydgård
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5654d3c9ed
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Fix edge conditions in 4xXBZR
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2021-11-07 15:51:58 +01:00 |
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Henrik Rydgård
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281ddc2437
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Speed up the 4xBRZ upscaler with 16x and the MMPX one with 4x by not doing redundant work
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2021-11-07 15:47:05 +01:00 |
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Henrik Rydgård
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6349704924
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Switch texture scaling shaders to a fixed scale model, preparing for the next change.
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2021-11-07 13:12:28 +01:00 |
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Henrik Rydgård
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992ad801e7
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Add a crude way to blacklist post/texture shaders from certain vendors.
Use it to work around #14530 for now.
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2021-09-28 23:39:52 +02:00 |
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Unknown W. Brackets
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9a812f7f0b
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Shaders: Set vert shaders to mediump by default.
Seeing errors in logs about precision not agreeing.
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2021-04-10 13:41:41 -07:00 |
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Henrik Rydgård
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bcd7856aaf
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Specify MaxScale=2 for the new MMPX texture scaling shader
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2021-01-28 11:17:17 +01:00 |
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Unknown W. Brackets
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c99b4b118a
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Vulkan: Add MMPX upscaling texture shader.
See https://casual-effects.com/research/McGuire2021PixelArt/index.html
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2021-01-28 00:38:53 -08:00 |
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iota97
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16e54c6300
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Clean up psp_color shader
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2020-11-22 20:28:17 +01:00 |
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Leo
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5c387ce413
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Removed unused texel info
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2020-10-15 19:01:24 +03:30 |
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Leo
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f3514704b1
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Added new vertex shader file naturalA.vsh
This fixes the trembling issue
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2020-10-15 18:57:24 +03:30 |
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Leo
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370d6ef62d
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Removed unnecessary vertex coords
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2020-10-15 18:56:04 +03:30 |
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Leo
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6c2aa86225
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Replaced shader vertex file for naturalA
Vertex shader file is different now. Not sure why I was using the old one anyway.
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2020-10-15 18:54:50 +03:30 |
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RokkumanX
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0f34a7427b
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Add PSP color shader
This adds the PSP color shader ported from RetroArch courtesy from @jdgleaver (https://forums.ppsspp.org/showthread.php?tid=6594&pid=130635#pid130635) to PPSSPP
Also updated with up to date changes found here (https://github.com/libretro/glsl-shaders/blob/master/handheld/shaders/color/psp-color.glsl)
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2020-09-28 09:31:33 +02:00 |
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Unknown W. Brackets
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d99e67a061
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Vulkan: Allow custom texture upscaling shaders.
Let's not just hardcode.
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2020-08-01 22:00:04 -07:00 |
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vnctdj
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b0221a9064
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Reuse some already translated strings
+ fix a typo
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2020-06-20 23:48:11 +02:00 |
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iota97
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b07874cd00
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Fix per game setting and pack setting in vec4
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2020-05-16 09:27:53 +02:00 |
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iota97
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a666635fa2
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Post shader setting uniform
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2020-05-15 18:08:52 +02:00 |
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Henrik Rydgård
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42a73e4c76
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Fix minor bug in natural.vsh, which caused a gl_error that I ran into when tracing another bug
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2018-10-20 12:15:58 +02:00 |
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LunaMoo
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ffac542f95
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Change to int to allow higher supersampling scale.
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2018-04-02 13:44:28 +02:00 |
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LunaMoo
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199106cad6
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Add SSAA flag for post process shaders,
enforces 2x auto resolution, to be used with blurry effects
Also includes a perf. friendly example using simplified gauss filter
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2018-04-01 17:00:10 +02:00 |
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