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Post-processing Vertex shader ?
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Post-processing Vertex shader ?
04-29-2020, 04:55 AM
#1
abelliqueux
Unregistered
 
Hi,

First of all sorry if my question is redundant but after researching this for a while, it seems I will only get some precise answers here.

The question : Is there a way to access the vertex shader in post-processing ?

What I did before asking :

After looking at dolphin's source code and the provided shaders, it seems that post-processing shaders are written in GLSL. I managed to write a simple fragment shader.

I found about the exposed built-in variables in PostProcessing.cpp] (GetResolution(), GetTime(), etc.) but there seems to be no way to access gl_position. After finding this message on the issue tracker, I think I know the answer, but it's 11 months old so maybe there was some progress on this ?

Specifically, I'd like to be able to implement a shader that simulates PSX's lack of float precision for vertices position and the lack of perspective correction on textures.

Some examples of this, albeit not in GLSL :

https://github.com/marmitoTH/godot-psx-shaders
https://github.com/dsoft20/psx_retroshader

Thanks for your replies !

AB.
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