I noticed that on the android version of retroarch,this option aka “blur” is missing.Does the pc version have this or if not why has this option been hidden/not been implemented?
That sort of task is usually handled by shaders in RetroArch.
This shader should do the same thing:
/*
Temporal Blur
by hunterk
*/
struct previous
{
uniform sampler2D texture;
float2 tex_coord;
};
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
float frame_count;
float frame_direction;
float frame_rotation;
sampler2D texture : TEXUNIT0;
};
struct tex_coords
{
float2 tex;
float2 prev;
};
void main_vertex
(
float4 position : POSITION,
out float4 oPosition : POSITION,
uniform float4x4 modelViewProj,
float2 tex : TEXCOORD,
previous PREV,
out tex_coords coords
)
{
oPosition = mul(modelViewProj, position);
coords = tex_coords(tex, PREV.tex_coord);
}
struct output
{
float4 col : COLOR;
};
output main_fragment(in float2 tex : TEXCOORD0,
uniform input IN,
previous PREV
)
{
float4 color = pow(tex2D(IN.texture, tex), 2.2);
float4 last = pow(tex2D(PREV.texture, tex), 2.2);
color = float4(pow((color + last) / 2.0, 1.0 / 2.2));
output OUT;
OUT.col = color;
return OUT;
}
and that shader is on both android and pc versions,right?
That’s Cg format. Dunno if the cg2glsl script will like it or not.