(01-20-2015, 10:04 AM)One More Try Wrote: Thanks, I was under the impression the contrast/brightness in dolphinFX was doing something a little more specially tuned (but maybe that was just to keep it accurate). I was aiming for a basic percentage modification of gamma/brightness/contrast and then to reduce the amount of tabs (with like saturation in it's own tab) to make it a bit easier to browse.Well I personally like this gamma/brightness/contrast option you have added to Gamma shader though there migh exist a slightly better solution for combining those shaders.
I see how sensitive it can be to modify all that. It's a bit unfortunate that there isn't an easier way to combine multiple shaders. I'm also wonder if my fixes for DolphinFX were the best way to go about it or not.
For now I'll keep trying to port some more shaders (not into dolphinfx) and push to have a fixed dolphinFX merged into master, as that seems important. At some point, having more shaders that can be used well with DolphinFX would be nice.
DolphinFX - (Post-processing suite for the OpenGL backend)
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01-20-2015, 10:13 AM
01-20-2015, 11:43 AM
(01-20-2015, 10:04 AM)One More Try Wrote: Thanks, I was under the impression the contrast/brightness in dolphinFX was doing something a little more specially tuned (but maybe that was just to keep it accurate). I was aiming for a basic percentage modification of gamma/brightness/contrast and then to reduce the amount of tabs (with like saturation in it's own tab) to make it a bit easier to browse. Yeah I agree, I could reduce the sections a bit. I was thinking along the lines of keeping it clear, and having a section for each pseudo pass (in code). But, I also think I could condense some of it into less tabs, etc. Again, I'm only trying to help a fellow enthusiast out here; Onto the percentage-based adjustments though. Using those by themselves works fine, but you've got to take into account, that more than one effect can, and probably will be used in conjunction with each other, and percentages aren't linear. While it should work without problems for the most part in this instance. Be careful using percentage-base values when there are multiple effects for one single color object. For example: You might have your basic pass running, and have the brightness, or contrast set to 50%, which will work fine provided the logic is correct. But, then you enable bloom, or tone mapping, etc, and suddenly that 50% is skewing another effects' input, or being skewed by the other effects' output. Depending on the input/output order, whether it's called before or after it. Suddently that 50%, is in fact not actually ending up as 50%, but another skewed value. The same color object is being passed along the 'chain' of effects. If it's not set up correctly it will cause effects to output incorrectly, or not at all. This is why it can get progressively harder to effectively add more and more effects to the same shader, and have them work as intended. This was just a hard-case example by the way. I'm not saying that this is the case with your own additions. I noticed you've got 'the bug'. So I just thought I'd give you some heads up on creating multi-effect shaders, and the like. Just keep trying out stuff, and you'll get the feel for it. Wow, that turned into a bloody wall of text ;p (01-16-2015, 05:48 AM)Ramoth Wrote:(01-16-2015, 05:42 AM)Kosake Wrote:(01-16-2015, 05:07 AM)One More Try Wrote: Maybe Kosake could try setting all the dolphin stuff to english and reset the ini file. Done! (#32) 01-21-2015, 08:44 AM
https://github.com/dolphin-emu/dolphin/pull/1931
This PR fixes that particular issue. You will most likely be required to wipe the shader's configuration from Dolphin.ini otherwise it may still freak out. 01-21-2015, 10:28 AM
(This post was last modified: 01-21-2015, 10:33 AM by One More Try.)
Ramoth keeps mentioning sharpen complex 2, so here it is. I may need to tweak it a bit more, but it works ok. I think it needs AA badly. Maybe I should start a new thread soon?
Also, thanks for the support Asmodean. You've done some great stuff. It's hard for me to follow/conceptualize such a huge shader that someone else wrote. Maybe I'll see if I can do a few multi-effect projects of my own to get better. (01-21-2015, 08:44 AM)Sonicadvance1 Wrote: https://github.com/dolphin-emu/dolphin/pull/1931 Great job! 01-22-2015, 02:42 AM
Ehm, Sonicadvance, i guess you have fixed the issue i got, but how i do it? what should i do with the sharpencomplex2.glsl? Sorry for the stupid question maybe
01-22-2015, 03:00 AM
(01-22-2015, 02:42 AM)Kosake Wrote: Ehm, Sonicadvance, i guess you have fixed the issue i got, but how i do it? what should i do with the sharpencomplex2.glsl? Sorry for the stupid question maybe That sharpen complex was my thing, not the fix. You have to wait for his fix to be added into the latest versions of dolphin or get someone to make you a download of it. 01-22-2015, 05:59 AM
Tried 4.0-5197 and now DolphinFX runs very well! No "failed to compile..." and no debug alert!
Big thanks! |
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