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February 21st, 2008, 06:37
#1
EmuTalk Member
Real shaders are here. Cel & Bloom
Last edited by death--droid; March 13th, 2013 at 15:08.
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February 21st, 2008, 08:46
#2
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February 21st, 2008, 12:37
#3
Banned
Nice discovery. Is this a code hack? If so, can you send the source files my way please, so I can implement these into the renderers?
If not, you just saved me loads of issues. I have been grappling with the best way to compile shaders on offscreen surfaces for ages, and yet you bet me. So well done for this approach.
Now one more question, is the code explicitly tied into the bloom shader? Because, I have thoughts on coding more shaders for this. 
EDIT: Found the authors site, and he even gave out the source code!!!
Thanks for bringing this mod to my attention!
Last edited by mudlord; February 21st, 2008 at 12:42.
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February 21st, 2008, 13:22
#4
EmuTalk Member
Great 
Although I Can't make it work, for some reason, I hope to see a more colorfull version in the future, and hope that this helps mudlord
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February 21st, 2008, 13:38
#5
Banned
Works brilliantly here with the 6.1.3 DX9 plugin....
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February 21st, 2008, 13:47
#6
EmuTalk Member
I press +, and n-rage plugin changes the pak to memory pak, I disabled n-rage plugin and tried it again and nothing happened maybe I'm doing something wrong
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February 21st, 2008, 14:53
#7
Banned
Man this is annoying...
Sometimes the shaders sporadically work, sometimes they don't..Which is a major shame, as I made did some mods to the fullscreen effect DLL, so that it works on other programs than Oblivion (so it allows for greyscale effects). But unfortunately I am unable to test, due to the original DLL being quite erratic in its function...
Oh well.
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February 21st, 2008, 15:06
#8
Emulation Fanatic
Nice one. Got no effect at first, but itīs working nicely now.
EDIT: Mud, the full screen issue in rice, you know, when it crashes when you try to exit full screen..Is there any chance to fix that? Or is it something i forgot to check in the configuration? It has been that way as long as i can remember..
Double edit: Try this with Paper Mario, itīs not bad...Besides the usual flickering issue.
Triple edit: Double posters, use the edit button!
Last edited by EmuFan; February 21st, 2008 at 15:16.
If i ever disagree with you, it is not because iīm trying to be an asshole. It is just to tell you that you are wrong
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February 21st, 2008, 20:16
#9
EmuTalk Member
Very cool! I saw your RE4 bloom mod too!
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February 21st, 2008, 21:12
#10
EmuTalk Member
Mudlord if you look at the (cel) fx file you'll see that this shader is totally ghetto rigged there is allot of useless junk in there like the bright pass and bloom code which can be deleted, I kind of just whipped this up quick. The edge detect shader isn't that great ether I modified it the best I could but other shader passes don't like to work with it. I've been Looking for a better edge detect shader for while now and haven't had much luck. As far as the source code go's modifying and rebuilding it has also been tricky. The current DLL only seems to support two passes and seems to have a hard time using long assembly passes.
I notice for me at least that this shader runs Mario with just a black and white edge detect effect, so some games handle the effect differently.
Also this might interest you, I have nothing to do with it but its a very nice Bloom effect for opengl. It works in opengl mode but there are a few problems you might want to check it out http://www.madabouthats.org/projects/cgshader
Last edited by cdiddy7; February 21st, 2008 at 21:25.
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