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DolphinFX - (Post-processing suite for the OpenGL backend)
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DolphinFX - (Post-processing suite for the OpenGL backend)
11-29-2014, 11:57 AM (This post was last modified: 11-29-2014, 12:01 PM by Asmodean.)
#171
Asmodean Offline
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Even with the API, changing a 2d sampler, to a multi sampler array, is going to call for reworking stuff. with a shader this size. Imo they should have designating a new/separate texture for the 3d stuff, but w/e I guess.

Are they using an index var, or will I just use 0 for the coord z component?. Either way. I think I'll wait on a while to see if any more changes re that stereo stuff comes in, before updating.
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11-29-2014, 12:01 PM
#172
Sonicadvance1 Offline
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The z component is used for determining which layer is currently being rendered. So it definitely won't be zero when rendering in stereo.
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11-29-2014, 02:53 PM (This post was last modified: 12-04-2014, 05:32 PM by Ramoth.)
#173
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(11-29-2014, 11:57 AM)Asmodean Wrote: Even with the API, changing a 2d sampler, to a multi sampler array, is going to call for reworking stuff. with a shader this size. Imo they should have designating a new/separate texture for the 3d stuff, but w/e I guess.

Are they using an index var, or will I just use 0 for the coord z component?. Either way. I think I'll wait on a while to see if any more changes re that stereo stuff comes in, before updating.
This is one of the reasons why DolphinFX shaders should be merged internally like happened with PCSX2. Otherwise there will always be problems with broken compatibility after some time so it would be easier for everyone if they were merged and would save Asmodean effort of having to rewrite shaders everytime. Second reason is that barely anyone knows about these shaders because not everyone is checking forums.
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12-12-2014, 01:18 AM
#174
sagaopc Offline
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DolphinFX doesn't work on WIndows 8.1 64 Bits? I tried many revs, like a 4.0.1736, and nothing Works!
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12-13-2014, 08:25 PM
#175
Shlotz
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Using the latest build of DolphinFX 2.0 (downloaded from the link in the first post).
Using the latest Dolphin dev build as of this post (4.0-4601).

I try to load the shader and it gives me an error message and then it tells me to post the contents of this text dump here.
http://pastebin.com/D3RHVFUh

I can't make heads or tails of this text dump so I hope someone can help me out.
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12-13-2014, 11:26 PM
#176
Shlotz
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Figured the text dump wouldn't be enough, so I took a screenshot of the warning message.


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12-15-2014, 05:41 AM
#177
Asmodean Offline
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It's because of changes made with the OGL stereo 3d stuff. I'll update it when they're done messing around with the PP.
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12-15-2014, 06:24 AM
#178
Onahape
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(12-13-2014, 08:25 PM)Shlotz Wrote: Using the latest build of DolphinFX 2.0 (downloaded from the link in the first post).
Using the latest Dolphin dev build as of this post (4.0-4601).

I try to load the shader and it gives me an error message and then it tells me to post the contents of this text dump here.
http://pastebin.com/D3RHVFUh

I can't make heads or tails of this text dump so I hope someone can help me out.
Yeah, the last revision you can use and have the shader still work is 4283.
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12-16-2014, 06:27 AM
#179
Shlotz
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(12-15-2014, 05:41 AM)Asmodean Wrote: It's because of changes made with the OGL stereo 3d stuff. I'll update it when they're done messing around with the PP.
Alright, cool. I can't wait to finally use the shader again. I really enjoyed it when it worked.

(12-15-2014, 06:24 AM)Onahape Wrote:
(12-13-2014, 08:25 PM)Shlotz Wrote: Using the latest build of DolphinFX 2.0 (downloaded from the link in the first post).
Using the latest Dolphin dev build as of this post (4.0-4601).

I try to load the shader and it gives me an error message and then it tells me to post the contents of this text dump here.
http://pastebin.com/D3RHVFUh

I can't make heads or tails of this text dump so I hope someone can help me out.
Yeah, the last revision you can use and have the shader still work is 4283.
Damn. I guess I'm gonna grab that version. Thanks for the info.
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12-18-2014, 08:16 AM (This post was last modified: 12-22-2014, 09:57 PM by Ramoth.)
#180
Ramoth Offline
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(12-16-2014, 07:17 AM)Dan_Tsukasa Wrote: I saw discussion a few pages back on a bump map post processing effect, could anyone explain why we want to use a bump map instead of normal map post processing?
Is normal map simply more difficult, or is it more that people are just using bump map as a generic term?

I think a Normal Map Shader of a Bump Map Shader would be much more visually impressive, though I can't say if it'd impact performance more or not.

 I've proposed bump mapping shader instead of normal napping shader simply because I already found one from PCSX2 but I agree normal mapping shader might be even better though for me even bump mapping shader alone would be very good.
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