There's an artist in France who published a very nice looking
SSAO shader for use with Blender, but it's in GLSL, and I assume Dolphin would have to be modified to set up the proper uniforms (or rename them in the shader to match what Dolphin uses?). Maybe when I've learned more about coding shaders, I'll revisit this. Unless someone else wants to take it on?
(10-05-2012, 06:51 AM)4evrplan Wrote: [ -> ]There's an artist in France who published a very nice looking SSAO shader for use with Blender, but it's in GLSL, and I assume Dolphin would have to be modified to set up the proper uniforms (or rename them in the shader to match what Dolphin uses?). Maybe when I've learned more about coding shaders, I'll revisit this. Unless someone else wants to take it on?
I guess no one else is currently working on this, so you're free to try whatever you want..

Are you still gonna post up the reverse shader?
(10-05-2012, 07:09 AM)Axxer Wrote: [ -> ]Are you still gonna post up the reverse shader?
Go to the shaders directory (./User/Shaders), and make a copy of README.txt, rename it, and open it in an editor. Change the line below
Code:
float4 c0 = texRECT(samp0, uv0).rgba;
to
Code:
float4 c0 = texRECT(samp0, float2(1600-uv0.x, uv0.y)).rgba;
Only, you've got to change "1600" to whatever your internal resolution is (width-wise). That's it; simple. There's probably a much better way of doing this than hard-coding the resolution, but I really don't know what I'm doing. Works for me though. Make sure you're using OpenGL, then on the enhancements tab, select the shader you just edited, and it should flip immediately. Don't forget to reconfigure your controllers to flip +x and -x movement. Also, there's a few areas of the game that seem less stable and hang more with the shader active, namely howling at the statues. Enjoy!
(10-05-2012, 06:58 AM)neobrain Wrote: [ -> ]I guess no one else is currently working on this, so you're free to try whatever you want.. 
And I guess Neobrain himself gave up
You see, I'd like to implement SSAO myself but I'm wondering if it's possible at all given we don't have any usable depth map available throughout the whole rendering process. I ran several PIX analyses with Dolphin running and naturally all the render targets are "flat images" with no depth information which I guess makes sense since an emulator doesn't even need to handle that kind of information.
If you or any developper could confirm this I'd be glad to know. My guess is that SSAO is not feasible either in Dolphin or Pcsx2 but I could be wrong... Unless you'd be able to recreate a depth buffer out-of a flat image with.. I don't know.. gradient information.. but that would be very subpar
Also sorry for reviving an old thread but why would I recreate one