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Custom Shaders for GSdx
#1
I'm bored so... yeah.

#NOTE: Implemented on r5390, no need to patch anything now.

The patch allows the loading of the FXAA shader externally. Exploiting this, you can replace that shader with another then turn it on/off with the same pgup key. Also, simply pausing and resuming is enough for checking changes and whatnots.

Without modifying the patch, the shader must be named shader.fx and be placed alongside the main executable file. Would be nicer to load external techniques instead though, and multiple passes and all fancy thing. It's a start anyway. Biggrin

Instruction with colors!

KrossX's Shaders || Under Custom Shaders \ GSdx Shaders.


List of Shaders From This Thread
[Image: nbKSK.jpg]
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#2
Finally it has it's own thread to spam in;P.

If anyone would like to sharpen KrossX Overlay Bloom shader like I did here, just add
this
Code:
    color -= Texture.Sample(TextureSampler, pos+0.0001)*5.0f;
    color += Texture.Sample(TextureSampler, pos-0.0001)*5.0f;
directly under this
Code:
    float4 color = Texture.Sample(TextureSampler, pos);
changing multiplier(*5.0f) will decrease/increase the sharpness.

^ that's which I'll probably be using for longer time, couse it feels good on my eyes. o.o
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#3
Yeah, the other thread was getting hijacked. XD

Nice, it looks like some emboss or thin bevel effect.
[Image: nbKSK.jpg]
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#4
Yeah, the other thread was getting hijacked. XD[Image: g.gif]
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#5
Very nice mate, this is one of thing I wished for pcsx2. Laugh
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#6
Nice addition, I especially like the overlay bloom shader, colors look a lot better. Smile
Intel Core I7 930@3.5GHz(TB, HT), 6GB DDR3@1600MHz, Geforce 970 G1
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#7
And stuck!
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#8
Uhhh, noobs here, trying to port GLSL to HLSL, this line :

Code:
const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212,
                           0.587,-0.275,-0.523,
                           0.114,-0.321, 0.311);


const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
                           0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
                           0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);


const vec3 val00 = vec3( 1.2, 1.2, 1.2);

should be like this :

Code:
const float3x3 RGBtoYIQ = {0.299, 0.596, 0.212, 0.587,-0.275,-0.523, 0.114,-0.321, 0.311};


const float3x3 YIQtoRGB = {1.0, 1.0, 1.0, 0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523, 0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149};


const float3 val00 = { 1.2, 1.2, 1.2};

In HLSL no?

I wonder why isn't it working, any kind soul can help take a look at what's wrong with this shader.fx please? Sad

Edit : Oh great, matrices problem http://hl2glsl.codeplex.com/wikipage?tit...and%20GLSL Sad


Attached Files
.txt   NatAA.txt (Size: 2,83 KB / Downloads: 513)
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#9
Ouch, I guess you'll just have to transpose them and watch out for matrix operations too. XD

(02-15-2012, 11:47 AM)rama Wrote: And stuck!

Woot! Laugh
[Image: nbKSK.jpg]
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#10
I'm getting weak hearted, is there no way to do standard algebra matrix multiplication with HLSL (without doing it the manual way)? >.>
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