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Pack of Ported Shaders
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Pack of Ported Shaders
02-13-2015, 07:14 AM (This post was last modified: 02-17-2015, 07:19 PM by One More Try.)
#1
One More Try Offline
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I ported various shaders. Not all of them work great with dolphin, and some could use some more work, but I included them so other people can mess around. If you want to test the difference between the shader being on and off, then use the Shader checkbox in the shader config, rather than selecting "(off)".

5xBR - Supposed to be a good resizer. I think we need more post processing features from Dolphin though.
AA 2d/3d - Meant for games with 2d elements.
AA 4.0 - Works great, as additional color correction options.
Bump Mapping - Works great, but bad AntiAliasing problems, check the DolphinFX modded with bumpmapping.
Bump Mapping with AA - It looks good, but lags my system because it's trying to do both together.
Shade boost - Basic brightness/contrast/gamma
Sharpen Complex 2 - Sharpens. May not be much different than DolphinFX.
Smart Shader - I think it's good for sprites, but I couldn't get it to do much on the games I have. Could probably use more work.

Cartoon Shaders - My favorite type, so I included multiple. Some still being worked on. Check DolphinFX's cell shading for a similar effect (better edge blackening, but works with colors differently).

Requested Dolphin features (wish I knew how to do these things). Not entirely sure where Dolphin is at with some of them.

1. Access to Z-Buffer/Depth Buffer (for Ambient Occlusion and Depth of Field effects among other things)
2. A way to store model view projection information between frames (camera based motion blur). And beyond that, store information for temporal AA ?
3. A way to load/sample from an external image (some great shading effects use this like Storybook shaders).
4. Vertex information I'm not entirely sure on.
5. A few more uniforms for eg: depth, lighting, and samplers.
6. Support for higher GLSL versions.
7. Support for multi-pass shaders/multi-pass rendering(multiple separate shaders used at the same time).
8. Option/Ability to apply post-processing shaders directly to textures and not just the whole image/fullscreen(I don't know if Dolphin has this feature currently) .

/Edit Added Storybook shader for Dolphin and Storybook shader for Reshade (includes noisy background)
/Edit2 Updated Dolphin Storybook Shader. Fixed bug. Added all 4 of the Storybook shaders into a pack (some are very similar).


Attached Files
.zip   Ported_Shaders.zip (Size: 25.65 KB / Downloads: 8,840)
.zip   StoryBook Pack.zip (Size: 6.83 KB / Downloads: 3,264)
.zip   Reshade_StoryBookv2.zip (Size: 456.57 KB / Downloads: 3,897)
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02-13-2015, 10:03 AM (This post was last modified: 02-13-2015, 10:05 AM by One More Try.)
#2
One More Try Offline
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I can almost make storybook shader without an external image. Maybe I can add noise to the bland mixed color to make it happen?
Spoiler: (Show Spoiler)
[Image: 0md0kRi.jpg]
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02-13-2015, 11:43 AM
#3
phire Offline
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(02-13-2015, 10:03 AM)One More Try Wrote: I can almost make storybook shader without an external image. Maybe I can add noise to the bland mixed color to make it happen?
Spoiler: (Show Spoiler)
[Image: 0md0kRi.jpg]

Oh wow, that storybook shader looks amazing. How does it look in motion?

Quote:2. A way to store model view projection information between frames (camera based motion blur). And beyond that, store information for temporal AA ?

So, modify dolphin to capture and store the view/projection matrices across multiple frames? What should happen if multiple matrices are used in the same frame? (shadow maps, UI)

Quote:4. Vertex information I'm not entirely sure on. 

I'm not sure what vertex information you are wanting.


Quote:8. Option/Ability to apply post-processing shaders directly to textures and not just the whole image/fullscreen(I don't know if Dolphin has this feature currently) .


So you want to apply a shader to every texture as it's uploaded to the gpu?
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02-13-2015, 12:15 PM (This post was last modified: 02-13-2015, 12:20 PM by Ramoth.)
#4
Ramoth Offline
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(02-13-2015, 11:43 AM)phire Wrote:
(02-13-2015, 10:03 AM)One More Try Wrote: I can almost make storybook shader without an external image. Maybe I can add noise to the bland mixed color to make it happen?
Spoiler: (Show Spoiler)
[Image: 0md0kRi.jpg]

Oh wow, that storybook shader looks amazing. How does it look in motion?


Quote:2. A way to store model view projection information between frames (camera based motion blur). And beyond that, store information for temporal AA ?

So, modify dolphin to capture and store the view/projection matrices across multiple frames? What should happen if multiple matrices are used in the same frame? (shadow maps, UI)


Quote:4. Vertex information I'm not entirely sure on. 

I'm not sure what vertex information you are wanting.



Quote:8. Option/Ability to apply post-processing shaders directly to textures and not just the whole image/fullscreen(I don't know if Dolphin has this feature currently) .


So you want to apply a shader to every texture as it's uploaded to the gpu?

The most basic vertex information needed is vertex position and a support for the post-processing vertex shaders like 5xBR. xBR version ported by him is devoid of the vertex data.
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02-13-2015, 01:07 PM
#5
KHg8m3r Offline
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I want that storybook shader Tongue
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02-13-2015, 03:06 PM
#6
One More Try Offline
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(02-13-2015, 11:43 AM)phire Wrote:
(02-13-2015, 10:03 AM)One More Try Wrote: I can almost make storybook shader without an external image. Maybe I can add noise to the bland mixed color to make it happen?
Spoiler: (Show Spoiler)
[Image: 0md0kRi.jpg]

Oh wow, that storybook shader looks amazing. How does it look in motion?


Quote:2. A way to store model view projection information between frames (camera based motion blur). And beyond that, store information for temporal AA ?

So, modify dolphin to capture and store the view/projection matrices across multiple frames? What should happen if multiple matrices are used in the same frame? (shadow maps, UI)


Quote:4. Vertex information I'm not entirely sure on. 

I'm not sure what vertex information you are wanting.



Quote:8. Option/Ability to apply post-processing shaders directly to textures and not just the whole image/fullscreen(I don't know if Dolphin has this feature currently) .


So you want to apply a shader to every texture as it's uploaded to the gpu?

Storybook looks great in motion, but the SMS heat wave effect hurts it. I might poke around the cheats and see if it can be changed... I think so far people have only been compiling custom builds to remove it. Also, if anyone knows a good lumpy noise function with that would help (I'm rusty).

Thanks for showing interest in what we need. Someone like Asmodean would be a lot more help coordinating stuff than me, though he's not around atm Sad.

I only need the main model-view-projection to know when the camera is moving. I've never made a camera based motion blur shader before, but I think you compare the MVP to the previous frame's. You may also need depth to get it right (shader's I'm looking at use it).

For vertex stuff, the latter part of: https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=301949#pid301949
I saw shaders using vertex position in their fragment shaders. I could locate them again if needed.

For #8, it's better worded as: Render to Texture. I think it's the basis for multi-pass shaders. Asmodean requested it, but I could probably use it. For example, if there's a bump mapping pass then instead of sending that to the screen, you use a FBO to make a new texture out of it. It's then basically a samp9 with bump mapping and you can Antialias it directly. I believe there are shaders that run better when done like this and probably other uses.
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02-13-2015, 04:05 PM
#7
phire Offline
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I'm not sure which XBR shaders you are talking about. All the versions on google that I can find work on pure 2d image data.

Information about vertices are long gone by the time it comes to doing post-processing shaders, and I'm not sure how it would be helpful in any way.
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02-13-2015, 10:11 PM (This post was last modified: 01-12-2016, 04:10 AM by Ramoth.)
#8
Ramoth Offline
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(02-13-2015, 04:05 PM)phire Wrote: I'm not sure which XBR shaders you are talking about. All the versions on google that I can find work on pure 2d image data.

Information about vertices are long gone by the time it comes to doing post-processing shaders, and I'm not sure how it would be helpful in any way.
By vertex shaders I mean something like some shaders in this attachment.
Shader collection:  https://forums.dolphin-emu.org/attachment.php?aid=13588
https://forums.dolphin-emu.org/attachment.php?aid=13339
https://forums.dolphin-emu.org/attachment.php?aid=13178
https://forums.dolphin-emu.org/attachment.php?aid=13179
https://forums.dolphin-emu.org/attachment.php?aid=13087
https://forums.dolphin-emu.org/attachment.php?aid=13104
https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?page=26


Attached Files
.zip   PsxFX_1.30_Final_Fixed.zip (Size: 19.05 KB / Downloads: 583)
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02-13-2015, 10:29 PM
#9
Link_to_the_past Offline
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The xBR ported shader doesn't seem to work as intended here.
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02-13-2015, 10:43 PM (This post was last modified: 01-12-2016, 04:10 AM by Ramoth.)
#10
Ramoth Offline
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(02-13-2015, 10:29 PM)Link_to_the_past Wrote: The xBR ported shader doesn't seem to work as intended here.
xBR doesn't work very good without a vertex data. https://forums.dolphin-emu.org/attachment.php?aid=14247
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