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