Yeah basically. Same as with Pete's, you can use a shader for that extra post processing effect. Unlike Pete's though, there's no vertex shader nor information variables for the shaders to use, like shader level.
#EDIT: Updated the build on the first post.
It includes the
WildHack (r5095) for the text on Wild Arms games. Also the updated
SpriteHack and the
HalfTexelHack. Quite the hackfest indeed; all patches included.
Cool, gonna check it out, thanks man!
The new color setting works great with external shader, now you could make natural shaders not dimming the screen too much.
New r5133 build, with HalfTexel and ExternalShaders patches applied. Updated patch files included.
what does this halftexel thing fix my preciousssssss D:
(02-17-2012, 10:00 PM)naoan Wrote: [ -> ]And here's another shameless mess of port, featuring MegaManJuno's Cel Shader as the victim.
Comparison (Mode 2) :
Before http://i.minus.com/iWxsQWcwAI0Hv.png
After http://i.minus.com/i1oZ1rSqjual8.png
I also used Hardware Anti Aliasing on GSDX as it kind of looks ugly with all the jaggies without it...
Nice. I haven't touched any shader stuff in a while, and I'm honestly surprised to see people still messing with my old work.
Hi Everyone ~
I just post a shader effect before ... so i'm thinking to why not post it here and see what will happen if you guys take a deep look on it ~
By the way .. i'm totally lost how to use shaders on PCSX2 , It would be cool if you guys tell us how to do that in a short video
Thanks..
Where the patch file need to be place?
I use pcsx2-5336, i place the shader.fx on the main folder with the executable but where the External shader.patch goes?
You put it in the main pcsx2 source code directory then you patch (patch -p0 < "External shader.patch"), compile, copy the dll to the pcsx2 plugin directory.
Is there any prepatch build? ^^