Koko-aio shader discussions and updates

Now it looks like this :slight_smile:

I think it’ll pass. I generally appreciate Duimion’s presets, but I’m having too many problems with them.

Indeed, I’m noticing artifacts with citra and this layout as well, it is because the resolution by the core dont and cannot reflect the original one.

This problem is not present on the gba which is shared with this core, because gba core exposes the real hardware resolution and the shader draws a mask per input pixel, but with citra this info is lost in the void, so using generic screen coords is needed.

change the reference line, it should look far better.

#reference "/koko/.config/retroarch/shaders/Duimon-koko-aio/Presets/Nintendo_3DS/3DS_Horizontal-[BigSmall]-.slangp"
IN_GLOW_POWER = "1.500001"
DO_FXAA = "2.000000"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_SIZE_W = "1.000000"
PIXELGRID_H_PRST = "2.000000"
PIXELGRID_MIN_W = "0.050000"
PIXELGRID_MAX_W = "0.400000"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.550000"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "7.000000"
DO_VIGNETTE = "0.000000"
1 Like