As title wondering why Lakka only uses the older glsl shader and not the newer CG type shaders??, it seems your unable to use the parameter settings to edit the shaders, not all shader preset work and not all CG shaders are available in the glsl format!?
Cg isn’t available for ARM hardware but non-KMS x86 builds could use it.
I hope to go back to the pure KMS as soon as possible for these builds.
So these will be able to use cg shaders?
They have to be compiled with Cg support, which the current builds aren’t, and even if they are compiled with support, they can’t use it in KMS. So, while they don’t currently use KMS, by the time they’ll be built to potentially include Cg support, they’ll (probably) be back on KMS and thus unable to use Cg.
I think a better solution is for us to flesh out the GLSL shaders a little better by hand instead of just relying on Cg2GLSL for machine conversions. It’s unfortunate because the parameters are nice and have allowed us to get rid of a bunch of redundant shaders that only differed by number values, but there doesn’t seem to be any better solution that I can think of.
Well that a shame, seeing as one of RA’s main features is its large selection of available shaders and the ability to edit these shader to you liking and if only glsl shader are going to be supported then that kind of has a big effect on this feature, seeing how limited glsl is when compared to cg shaders
I ignored that GLSL shaders were so limited. Can you explain me a little more?
I don’t think the shaders are limited. I think the automated conversion script doesn’t convert parameters correctly.
I may be wrong though…
Yeah, the shaders themselves are fine. IIRC, the script doesn’t bring over LUTs, so you have to copy them manually for the shaders that require them, but otherwise, most things work fine. The console-borders rely heavily on parameters to avoid massive amounts of code-dupe, but I’ve been thinking of just unrolling all of that in another repo so they’re usable via GLSL.
That was one of my main concerns with glsl and the new console-border shaders, but if your working on a work around then thats good to hear. Is there no way in the future that glsl shader will support parameters??
has this been done yet?
Yeah, I’ve been working on some of those problematic shaders. You can get them here: