(06-11-2009, 10:57 PM)Solis Wrote: [ -> ]Very interesting feature, great job. Love the Madworld filter especially, props for coming up with something that looks so convincing! Would it be possible to add a bloom filter that's a bit more subtle than the current implimentation though? Or if it's simple enough, what value needs to be changed when you go to the edit option for the post processing filter. I think it adds a nice effect personally, if it's a little too excessive (not "bad", just overabundant
)
Try reducing the two radiuses, and also reduce the 0.4 near the end (the vignette) to 0.2 or 0.3 - this will weaken the corner darkening. Just save the text file and click Reload to see your change instantly.
Great...I'm gonna test some shaders I've on my pc

sorry to be so ignorant but i know nothing about code. I was wondering if you can tell me how to swap the black and white in mad world. for example in metroid prime its too dark; it's mostly black with white lines. I'd like to change it to where its mostly white and then black lines.
To reverse the white/black
change
into
or to increase the amount of white
set
to a lower value.
Thank you PrismSub7 but I'm not seeing that line, this is everything from the Mad World.txt file:
uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 emboss = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*2.0f;
emboss -= (texRECT(samp0, uv0+float2(1,-1)).rgba - texRECT(samp0, uv0+float2(-1,1)).rgba);
float4 color = texRECT(samp0, uv0).rgba;
if (color.r > 0.8 && color.b + color.b < 0.2)
ocol0 = float4(1,0,0,0);
else {
color += emboss;
if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5)
ocol0 = float4(1,1,1,1);
else
ocol0 = float4(0,0,0,0);
}
}
Ector, I have several issues to pick out with this.
1) Where is the uniform support? If you want people to make decent shaders, at least, add some uniforms for information like the reciprocal of the captured framebuffer size. Or even the size of the processed frame buffer.
2) Some effects, like water effects, require you to add a timer uniform. This, along with usage of sin() in shaders, allows for things like proper "LSD" shaders and effects that operate dynamically and change according to how a timer increments.
3) The code looks very bare atm, I do see some areas of improvement in there though.
But, its nice for a quick hack, but personally, I would put a lot more effort into it.
(06-14-2009, 03:44 PM)mudlord Wrote: [ -> ]Ector, I have several issues to pick out with this.
1) Where is the uniform support? If you want people to make decent shaders, at least, add some uniforms for information like the reciprocal of the captured framebuffer size. Or even the size of the processed frame buffer.
2) Some effects, like water effects, require you to add a timer uniform. This, along with usage of sin() in shaders, allows for things like proper "LSD" shaders and effects that operate dynamically and change according to how a timer increments.
3) The code looks very bare atm, I do see some areas of improvement in there though.
But, its nice for a quick hack, but personally, I would put a lot more effort into it.
I decided I wanted to see what Wave Race looked like with bloom. So I hacked this up. These features that you request can trivially be added afterwards - please go ahead and do so, you already got write access. Personally i'm working on more interesting problems ..
Granted, there is much more pressing issues (hint hint), but still some more work to this would be nice. Even adding support for guest®'s GLSL shader pack would be nice.
But I guess your right, you can always get your lowly druids to do the work for you

.
I think the Post-Processing Shaders are a great new feature for the dolphin. would love to see more shaders. BTW i am a Metroid fan if you couldn't tell by my continuous postings about the prime series but i just want to say that prime looks amazing with bloom. Just wanted to say thanks and keep up the good work.