It was easy to convert it to a shader that just display an overlay.įor a while now I use these 2 shaders with steem, winuae, hoxs, demul, dolphin, supermodel and some others. I probably goofed on something in cfg, but cant figger it out. Ive never used RetroArch before, but I have to say, this feature is really, really friggen cool. Ive been using Mega Bezel in Retroarch for a while now, glad its now finally a part of the emulator itself. All of them show the overlay that is with in the original 4x3 game, but nothing past that but black borders. Beyond amazing, makes the retrotinks crt options look like utter garbage in comparison. I have overlays & shaders working in every console w/Retroarch EXCEPT Segas (MS, MD, 32X, & Sega CD). Basically I’m interested in only two shaders, the xBRZ and the anti-aliasing shaders. All Sega Retroarch consoles keep black borders w/overlay and no shaders. Thats the problem with your pixelated look - you get square pixels rather than rounded/smooth ones. You might have to draw at a higher resolution to make it smoother. Its difficult to add that effect with math in the fragment shader. Finally I combined this shader with a simple shader called “Hud_Tech” which originally was designed to display a crosshair for aiming. Hello I’ve been using RetroArch and the Beetle PSX HW core for quite a while but I’m having a problem with slang shaders. Thats probably because the text was either drawn at higher resolution or with partial transparency. Now I was able to set the exact position and size, wherever I want to have it on the screen. I then took a closer look into the crt.fx-shader and were able to add some new parameters: zoom_x, zoom_y, offset_x and offset_y I instantly found a nice little tweak to use the “overscan”-parameter to be used as zoom-in as wells as zoom-out by just changing the accepted limits for the value. Finally I took a closer look into the stock shader “CRT.fx” which is delivered with reshade. 4) scale the image to the size of a user-defined area (Horizontal & Vertical limits expressed in pixels, the scaled image should be centered) Those who know RetroArch know that all these. One of Retroarch’s excellent features is the ability to use shaders as a means of enhancing the visual appearance of games and other content. 3) apply a 'cocktail' visual to the image. OpenEmu later updated to slang, but has an idiosyncratic shader file packaging system unless you work with your slang files manually). At one point my 3 main different emu apps used 4 different formats (MAME json, OpenEmu cg, RetroARch slang & glsl. 2) being able to flip the image vertically. Seems like a madhouse out there of Shader Fragmentation: Format Wars. For months I had the exact same problem like you. For my project I need: 1) being able to flip the image horizontally.
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