(02-18-2016, 07:43 AM)Tino Wrote: [ -> ]@Hyllian: you can set scales to the output of every pass so you can do a first pass with scale 2x and a second pass wth scale 4x and then a third pass using that as an input.
you can find the documentation  here for more information:
https://github.com/Tinob/Ishiiruka/wiki/...ng-Shaders
Hi Tino, after reading about the OutputScale option, I have tried to use it with some multipass shaders. But I couldn't get the desired result.
As I understand, OutputScale is a float factor related to the output resolution??
The problem is that I need a factor that multiply the Input resolution, not the output. So, if the game is in native res (480p), then the factor would be related to it. Even if I set output res to 1080p. So, a factor of 2.0 would result in a 960p res. Then, the rest of the scale to the viewport resolution would be done by Dolphin.
This is how Retroarch works:
Let's say you have a system with native res 320x240. You set the screen resolution (called Viewport there), let's say 1360x720. Suppose you stack two shaders, each of them with a scale factor, 2x and 2x. So, what happens in Retroarch (suppose the textures used aren't PoT, that is, they're the same size of the videodata)? This:
1- First shader receives Input of 320x240 and output to an intermediary framebuffer (called framebuffer object, FBO) with 640x480.
2- Second shader receives an Input of 640x480 and output to another FBO of 1280x960.
3- Now Retroarch scale again the 1280x960 to the output framebuffer of 1360x720 (it can use nearest or linear in hardware, you choose in video options).
So, the scale factor the shader chooses is related to the input resolution, not the Output. I couldn't find a way to use OutputScale in this way in Ishiiruka.
Have I forgot something??