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  1. #1
    STFU, NAVI Enzo Dragon's Avatar
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    Edge Detection + Bloom shaders

    Thought I'd share a recent discovery of mine. I know for a fact this has been done before, it's kind of old news for some of you guys.

    I'm talking about using enbseries with directX video plugins. Specifically, the re4 build but with a converter that makes it work with dx8 plugins (Jabbo's, Rice/1964). I have only been able to get this to work with Mudlord's Rice's 6.1.4, but I suspect that it could work with the latest version of 1964 and Jabbo's since they both use dx8. I've always had problems with these plugins, so my thinking is that it is something to do with my hardware and not an actual "incompatibility".

    The only problem is that this makes the plugin a little more bug-prone, very similar to the weird glitches that occur in the dx9 version of Mudlord's Rice's 6.1.3 where geometry warps for seemingly no reason. Besides that, the shaders get applied over the HUD since there's no way to really implement rules to stop that from happening.

    Here's a pack that includes everything you need to get these effects working with a dx8 plugin. Link. Would like to mention that I have done almost nothing to any of these files. The enbseries.ini and effect.txt files have been tweaked slightly, but besides that they are as I downloaded them originally (parts from an enb implementation designed for Assassin's Creed 2, parts from one designed for Phantasy Star Online: Blue Burst).

    The settings are very easy to reconfigure, just change the values in enbseries.ini. If you don't want to use the 'edge-tracing' shader, modify effect.txt or delete it.

    OoT screen w/ Djipi's pack:
    http://img153.imageshack.us/img153/7702/edgedetect.jpg
    Last edited by Enzo Dragon; October 16th, 2010 at 21:39.

  2. #2
    EmuTalk Member
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    The bloom shading properly applied to something like Djipi's pack can really change the appearance. The bloom needs tweaking though - just a little bit can make a nice touch.



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  3. #3
    STFU, NAVI Enzo Dragon's Avatar
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    Yeah, cerebus5. I've been playing with the values. It's VERY easy to change things. I agree that a little bloom can go a long way, I'm not even quite satisified with what I've worked out so far but it looks better than it does in that screen.

  4. #4
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    Looks really cool. If the edges could somehow be made less jaggy it would be even better.

  5. #5
    STFU, NAVI Enzo Dragon's Avatar
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    I know what you mean, fernan, but I do not know myself what to do about that.

    The edges would definitely look better smoother and slightly thicker.

  6. #6
    EmuTalk Member Rewind's Avatar
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    Quote Originally Posted by Enzo Dragon View Post
    Here's a pack that includes everything you need to get these effects working with a dx8 plugin.
    Nice, thanks. Sorry but, I don't know how to use your files... Can you help me plz?

  7. #7
    STFU, NAVI Enzo Dragon's Avatar
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    Quote Originally Posted by Rewind View Post
    Nice, thanks. Sorry but, I don't know how to use your files... Can you help me plz?
    Drag and drop into your Project 64 install directory then use a Direct X plugin, preferably Mudlord's Rice's 1.6.4.

    That's it.

    I've actually come a little ways in tweaking these to make things look better. I'll up some screens and the modified package later on.

  8. #8
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    Quote Originally Posted by Enzo Dragon View Post
    Drag and drop into your Project 64 install directory then use a Direct X plugin, preferably Mudlord's Rice's 1.6.4.

    That's it.

    I've actually come a little ways in tweaking these to make things look better. I'll up some screens and the modified package later on.
    Just so nobody is mislead I believe he means Mudlord's Rice video 6.1.4.

    Nice work though. I discovered ENBseries through this forum. I haven't been using it lately though since the latest Glide WIP is more accurate and has less bugs, but unfortunately doesn't support these shaders (or a certain amount of high-res textures). Too bad there's no perfect plugin, each seems to have its ups and downs.
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  9. #9
    EmuTalk Member ihearpixels's Avatar
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    Thats because Glide itself does not support shaders. It only is able to emulate such functionality, since the combiner flexibility is so great. And Voodoo HW never supported shaders.

    So, the wrapper needs to have these additions. But even then, the wrapper source is a utter mess. And I am not in the mood to fix it. Granted, SSAO and stuff would be dead easy if the framebuffer method was completely changed to use FBOs only and the combiner rewritten. And the texture handling to allow allocating of framebuffer pairs of color/depth textures easily.

  10. #10
    STFU, NAVI Enzo Dragon's Avatar
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    Quote Originally Posted by ihearpixels View Post
    Thats because Glide itself does not support shaders. It only is able to emulate such functionality, since the combiner flexibility is so great. And Voodoo HW never supported shaders.

    So, the wrapper needs to have these additions. But even then, the wrapper source is a utter mess. And I am not in the mood to fix it. Granted, SSAO and stuff would be dead easy if the framebuffer method was completely changed to use FBOs only and the combiner rewritten. And the texture handling to allow allocating of framebuffer pairs of color/depth textures easily.
    Maaaan. You can't just say those kinds of things willy nilly like that, you're making me drool.

    Seriously though SSAO IN n64 games?! I am thoroughly surprised no one has made this a reality. Would look -amazing-.

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