So Dolphin told me to post this here and ask for help. I am not a programmer but after reading that the dolphin shaders are using CG format I figured I could use the shaders for retroarch found here
https://github.com/libretro/common-shaders/
since they are all cg I figure it'd be not much of a problem. So i tried to load up an xbr shader to see how it looks and I got error c3001: no program defined
here is the shader I am trying
/*
Hyllian's 2xBR v3.8c (squared) Shader
Copyright © 2011/2012 Hyllian/Jararaca - sergiogdb@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/
const static float coef = 2.0;
const static float4 eq_threshold = float4(15.0);
const static half y_weight = 48.0;
const static half u_weight = 7.0;
const static half v_weight = 6.0;
const static half3x3 yuv = half3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const static half3x3 yuv_weighted = half3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const static float4 delta = float4(0.5);
float4 df(float4 A, float4 B)
{
return float4(abs(A-B));
}
half c_df(half3 c1, half3 c2) {
half3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
bool4 eq(float4 A, float4 B)
{
return (df(A, B) < eq_threshold);
}
float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
struct input
{
half2 video_size;
float2 texture_size;
half2 output_size;
};
struct out_vertex {
float4 position : POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD0;
float4 t1;
float4 t2;
float4 t3;
float4 t4;
float4 t5;
float4 t6;
float4 t7;
};
/* VERTEX_SHADER */
out_vertex main_vertex
(
float4 position : POSITION,
float4 color : COLOR,
float2 texCoord : TEXCOORD0,
uniform half4x4 modelViewProj,
uniform input IN
)
{
out_vertex OUT;
OUT.position = mul(modelViewProj, position);
OUT.color = color;
float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
float dx = ps.x;
float dy = ps.y;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
OUT.texCoord = texCoord;
OUT.t1 = texCoord.xxxy + half4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
OUT.t2 = texCoord.xxxy + half4( -dx, 0, dx, -dy); // A B C
OUT.t3 = texCoord.xxxy + half4( -dx, 0, dx, 0); // D E F
OUT.t4 = texCoord.xxxy + half4( -dx, 0, dx, dy); // G H I
OUT.t5 = texCoord.xxxy + half4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
OUT.t6 = texCoord.xyyy + half4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
OUT.t7 = texCoord.xyyy + half4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
return OUT;
}
/* FRAGMENT SHADER */
float4 main_fragment(in out_vertex VAR, uniform sampler2D decal : TEXUNIT0, uniform input IN) : COLOR
{
bool4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
bool4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
bool4 nc, nc30, nc60, nc45; // new_color
float4 fx, fx_left, fx_up, final_fx; // inequations of straight lines.
half3 res1, res2, pix1, pix2;
float blend1, blend2;
float2 fp = frac(VAR.texCoord*IN.texture_size);
half3 A1 = tex2D(decal, VAR.t1.xw).rgb;
half3 B1 = tex2D(decal, VAR.t1.yw).rgb;
half3 C1 = tex2D(decal, VAR.t1.zw).rgb;
half3 A = tex2D(decal, VAR.t2.xw).rgb;
half3 B = tex2D(decal, VAR.t2.yw).rgb;
half3 C = tex2D(decal, VAR.t2.zw).rgb;
half3 D = tex2D(decal, VAR.t3.xw).rgb;
half3 E = tex2D(decal, VAR.t3.yw).rgb;
half3 F = tex2D(decal, VAR.t3.zw).rgb;
half3 G = tex2D(decal, VAR.t4.xw).rgb;
half3 H = tex2D(decal, VAR.t4.yw).rgb;
half3 I = tex2D(decal, VAR.t4.zw).rgb;
half3 G5 = tex2D(decal, VAR.t5.xw).rgb;
half3 H5 = tex2D(decal, VAR.t5.yw).rgb;
half3 I5 = tex2D(decal, VAR.t5.zw).rgb;
half3 A0 = tex2D(decal, VAR.t6.xy).rgb;
half3 D0 = tex2D(decal, VAR.t6.xz).rgb;
half3 G0 = tex2D(decal, VAR.t6.xw).rgb;
half3 C4 = tex2D(decal, VAR.t7.xy).rgb;
half3 F4 = tex2D(decal, VAR.t7.xz).rgb;
half3 I4 = tex2D(decal, VAR.t7.xw).rgb;
float4 b = mul( half4x3(B, D, H, F), yuv_weighted[0] );
float4 c = mul( half4x3(C, A, G, I), yuv_weighted[0] );
float4 e = mul( half4x3(E, E, E, E), yuv_weighted[0] );
float4 d = b.yzwx;
float4 f = b.wxyz;
float4 g = c.zwxy;
float4 h = b.zwxy;
float4 i = c.wxyz;
float4 i4 = mul( half4x3(I4, C1, A0, G5), yuv_weighted[0] );
float4 i5 = mul( half4x3(I5, C4, A1, G0), yuv_weighted[0] );
float4 h5 = mul( half4x3(H5, F4, B1, D0), yuv_weighted[0] );
float4 f4 = h5.yzwx;
float4 Ao = float4( 1.0, -1.0, -1.0, 1.0 );
float4 Bo = float4( 1.0, 1.0, -1.0,-1.0 );
float4 Co = float4( 1.5, 0.5, -0.5, 0.5 );
float4 Ax = float4( 1.0, -1.0, -1.0, 1.0 );
float4 Bx = float4( 0.5, 2.0, -0.5,-2.0 );
float4 Cx = float4( 1.0, 1.0, -0.5, 0.0 );
float4 Ay = float4( 1.0, -1.0, -1.0, 1.0 );
float4 By = float4( 2.0, 0.5, -2.0,-0.5 );
float4 Cy = float4( 2.0, 0.0, -1.0, 0.5 );
// These inequations define the line below which interpolation occurs.
fx = (Ao*fp.y+Bo*fp.x);
fx_left = (Ax*fp.y+Bx*fp.x);
fx_up = (Ay*fp.y+By*fp.x);
interp_restriction_lv1 = ((e!=f) && (e!=h) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) );
interp_restriction_lv2_left = ((e!=g) && (d!=g));
interp_restriction_lv2_up = ((e!=c) && (b!=c));
float4 fx45 = smoothstep(Co - delta, Co + delta, fx);
float4 fx30 = smoothstep(Cx - delta, Cx + delta, fx_left);
float4 fx60 = smoothstep(Cy - delta, Cy + delta, fx_up);
edr = (weighted_distance( e, c, g, i, h5, f4, h, f) < weighted_distance( h, d, i5, f, i4, b, e, i)) && interp_restriction_lv1;
edr_left = ((coef*df(f,g)) <= df(h,c)) && interp_restriction_lv2_left;
edr_up = (df(f,g) >= (coef*df(h,c))) && interp_restriction_lv2_up;
nc45 = ( edr && bool4(fx45));
nc30 = ( edr && edr_left && bool4(fx30));
nc60 = ( edr && edr_up && bool4(fx60));
px = (df(e,f) <= df(e,h));
nc = (nc30 || nc60 || nc45);
float4 final45 = nc45*fx45;
float4 final30 = nc30*fx30;
float4 final60 = nc60*fx60;
float4 maximo = max(max(final30, final60), final45);
if (nc.x) {pix1 = px.x ? F : H; blend1 = maximo.x;}
else if (nc.y) {pix1 = px.y ? B : F; blend1 = maximo.y;}
else if (nc.z) {pix1 = px.z ? D : B; blend1 = maximo.z;}
else if (nc.w) {pix1 = px.w ? H : D; blend1 = maximo.w;}
if (nc.w) {pix2 = px.w ? H : D; blend2 = maximo.w;}
else if (nc.z) {pix2 = px.z ? D : B; blend2 = maximo.z;}
else if (nc.y) {pix2 = px.y ? B : F; blend2 = maximo.y;}
else if (nc.x) {pix2 = px.x ? F : H; blend2 = maximo.x;}
res1 = lerp(E, pix1, blend1);
res2 = lerp(E, pix2, blend2);
half3 res = lerp(res1, res2, step(c_df(E, res1), c_df(E, res2)));
return float4(res, 1.0);
}
just wondering if there is a simple way to fix this as again I am not a programmer.
Any info would be appreciated. Thanks everyone
https://github.com/libretro/common-shaders/
since they are all cg I figure it'd be not much of a problem. So i tried to load up an xbr shader to see how it looks and I got error c3001: no program defined
here is the shader I am trying
/*
Hyllian's 2xBR v3.8c (squared) Shader
Copyright © 2011/2012 Hyllian/Jararaca - sergiogdb@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/
const static float coef = 2.0;
const static float4 eq_threshold = float4(15.0);
const static half y_weight = 48.0;
const static half u_weight = 7.0;
const static half v_weight = 6.0;
const static half3x3 yuv = half3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
const static half3x3 yuv_weighted = half3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
const static float4 delta = float4(0.5);
float4 df(float4 A, float4 B)
{
return float4(abs(A-B));
}
half c_df(half3 c1, half3 c2) {
half3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
bool4 eq(float4 A, float4 B)
{
return (df(A, B) < eq_threshold);
}
float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
struct input
{
half2 video_size;
float2 texture_size;
half2 output_size;
};
struct out_vertex {
float4 position : POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD0;
float4 t1;
float4 t2;
float4 t3;
float4 t4;
float4 t5;
float4 t6;
float4 t7;
};
/* VERTEX_SHADER */
out_vertex main_vertex
(
float4 position : POSITION,
float4 color : COLOR,
float2 texCoord : TEXCOORD0,
uniform half4x4 modelViewProj,
uniform input IN
)
{
out_vertex OUT;
OUT.position = mul(modelViewProj, position);
OUT.color = color;
float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
float dx = ps.x;
float dy = ps.y;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
OUT.texCoord = texCoord;
OUT.t1 = texCoord.xxxy + half4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
OUT.t2 = texCoord.xxxy + half4( -dx, 0, dx, -dy); // A B C
OUT.t3 = texCoord.xxxy + half4( -dx, 0, dx, 0); // D E F
OUT.t4 = texCoord.xxxy + half4( -dx, 0, dx, dy); // G H I
OUT.t5 = texCoord.xxxy + half4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
OUT.t6 = texCoord.xyyy + half4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
OUT.t7 = texCoord.xyyy + half4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
return OUT;
}
/* FRAGMENT SHADER */
float4 main_fragment(in out_vertex VAR, uniform sampler2D decal : TEXUNIT0, uniform input IN) : COLOR
{
bool4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
bool4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
bool4 nc, nc30, nc60, nc45; // new_color
float4 fx, fx_left, fx_up, final_fx; // inequations of straight lines.
half3 res1, res2, pix1, pix2;
float blend1, blend2;
float2 fp = frac(VAR.texCoord*IN.texture_size);
half3 A1 = tex2D(decal, VAR.t1.xw).rgb;
half3 B1 = tex2D(decal, VAR.t1.yw).rgb;
half3 C1 = tex2D(decal, VAR.t1.zw).rgb;
half3 A = tex2D(decal, VAR.t2.xw).rgb;
half3 B = tex2D(decal, VAR.t2.yw).rgb;
half3 C = tex2D(decal, VAR.t2.zw).rgb;
half3 D = tex2D(decal, VAR.t3.xw).rgb;
half3 E = tex2D(decal, VAR.t3.yw).rgb;
half3 F = tex2D(decal, VAR.t3.zw).rgb;
half3 G = tex2D(decal, VAR.t4.xw).rgb;
half3 H = tex2D(decal, VAR.t4.yw).rgb;
half3 I = tex2D(decal, VAR.t4.zw).rgb;
half3 G5 = tex2D(decal, VAR.t5.xw).rgb;
half3 H5 = tex2D(decal, VAR.t5.yw).rgb;
half3 I5 = tex2D(decal, VAR.t5.zw).rgb;
half3 A0 = tex2D(decal, VAR.t6.xy).rgb;
half3 D0 = tex2D(decal, VAR.t6.xz).rgb;
half3 G0 = tex2D(decal, VAR.t6.xw).rgb;
half3 C4 = tex2D(decal, VAR.t7.xy).rgb;
half3 F4 = tex2D(decal, VAR.t7.xz).rgb;
half3 I4 = tex2D(decal, VAR.t7.xw).rgb;
float4 b = mul( half4x3(B, D, H, F), yuv_weighted[0] );
float4 c = mul( half4x3(C, A, G, I), yuv_weighted[0] );
float4 e = mul( half4x3(E, E, E, E), yuv_weighted[0] );
float4 d = b.yzwx;
float4 f = b.wxyz;
float4 g = c.zwxy;
float4 h = b.zwxy;
float4 i = c.wxyz;
float4 i4 = mul( half4x3(I4, C1, A0, G5), yuv_weighted[0] );
float4 i5 = mul( half4x3(I5, C4, A1, G0), yuv_weighted[0] );
float4 h5 = mul( half4x3(H5, F4, B1, D0), yuv_weighted[0] );
float4 f4 = h5.yzwx;
float4 Ao = float4( 1.0, -1.0, -1.0, 1.0 );
float4 Bo = float4( 1.0, 1.0, -1.0,-1.0 );
float4 Co = float4( 1.5, 0.5, -0.5, 0.5 );
float4 Ax = float4( 1.0, -1.0, -1.0, 1.0 );
float4 Bx = float4( 0.5, 2.0, -0.5,-2.0 );
float4 Cx = float4( 1.0, 1.0, -0.5, 0.0 );
float4 Ay = float4( 1.0, -1.0, -1.0, 1.0 );
float4 By = float4( 2.0, 0.5, -2.0,-0.5 );
float4 Cy = float4( 2.0, 0.0, -1.0, 0.5 );
// These inequations define the line below which interpolation occurs.
fx = (Ao*fp.y+Bo*fp.x);
fx_left = (Ax*fp.y+Bx*fp.x);
fx_up = (Ay*fp.y+By*fp.x);
interp_restriction_lv1 = ((e!=f) && (e!=h) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) );
interp_restriction_lv2_left = ((e!=g) && (d!=g));
interp_restriction_lv2_up = ((e!=c) && (b!=c));
float4 fx45 = smoothstep(Co - delta, Co + delta, fx);
float4 fx30 = smoothstep(Cx - delta, Cx + delta, fx_left);
float4 fx60 = smoothstep(Cy - delta, Cy + delta, fx_up);
edr = (weighted_distance( e, c, g, i, h5, f4, h, f) < weighted_distance( h, d, i5, f, i4, b, e, i)) && interp_restriction_lv1;
edr_left = ((coef*df(f,g)) <= df(h,c)) && interp_restriction_lv2_left;
edr_up = (df(f,g) >= (coef*df(h,c))) && interp_restriction_lv2_up;
nc45 = ( edr && bool4(fx45));
nc30 = ( edr && edr_left && bool4(fx30));
nc60 = ( edr && edr_up && bool4(fx60));
px = (df(e,f) <= df(e,h));
nc = (nc30 || nc60 || nc45);
float4 final45 = nc45*fx45;
float4 final30 = nc30*fx30;
float4 final60 = nc60*fx60;
float4 maximo = max(max(final30, final60), final45);
if (nc.x) {pix1 = px.x ? F : H; blend1 = maximo.x;}
else if (nc.y) {pix1 = px.y ? B : F; blend1 = maximo.y;}
else if (nc.z) {pix1 = px.z ? D : B; blend1 = maximo.z;}
else if (nc.w) {pix1 = px.w ? H : D; blend1 = maximo.w;}
if (nc.w) {pix2 = px.w ? H : D; blend2 = maximo.w;}
else if (nc.z) {pix2 = px.z ? D : B; blend2 = maximo.z;}
else if (nc.y) {pix2 = px.y ? B : F; blend2 = maximo.y;}
else if (nc.x) {pix2 = px.x ? F : H; blend2 = maximo.x;}
res1 = lerp(E, pix1, blend1);
res2 = lerp(E, pix2, blend2);
half3 res = lerp(res1, res2, step(c_df(E, res1), c_df(E, res2)));
return float4(res, 1.0);
}
just wondering if there is a simple way to fix this as again I am not a programmer.
Any info would be appreciated. Thanks everyone