No idea what could be wrong. Are you loading the shaders through the cgc preset?
Try the cg2glsl.py script.
No idea what could be wrong. Are you loading the shaders through the cgc preset?
Try the cg2glsl.py script.
I am loading xbr-mlv4.cgp All I can do is show you some screenshots: http://i.imagebanana.com/img/eovoripu/1.png Should be loaded correctly.
Thats the result in OpenGL: http://i.imagebanana.com/img/ijn6urap/2.png notice the tiny lines and dots in the logo
and DirectX: http://i.imagebanana.com/img/e2tqewyh/3.png
I don’t know what I have to do with cg2glsl.py.
Change that default filter to nearest:
defaul filter --> nearest
And then click “Apply Shader Changes”.
Don’t work. Same result like on the screenshots.
Your only option is to use cg2glsl.py script to convert the shader.
Ask hunterk how to do this.
cg2glsl.py can be annoying to setup in windows if you have never used a python shell before so you can have my already converted shaders to test
https://anonfiles.com/file/adb86144c5954ecb73000ab9f52ac24f
obviously glsl is only compatible with opengl so don’t even try directx. Works fine on linux with open source r600 driver so if they don’t work on windows it could be a driver compiler error. In any case give these a shot and report back. Also try using integer scale as this can sometimes solve annoying lines in opengl.
Thank you for helping me! This looks much better: http://i.imagebanana.com/img/9jsx5ano/4.png
but there are still little lines, also with enabled integer scale (c at Micro or b at Turbo). Without Integer Scale much worse.
In my normal PC I don’t have these lines (with and without integer scale).
need some help. I wanted to combine the xbr multipass shader (mlv4) with my newest mdapt version. it’s again a similar problem we already discussed here, but I don’t know how to solve it. the issue is, that besides the first passes are correctly configured for mdapt, the following xbr passes just ignores them and uses the original raw picture instead, so mdapt has no effect on the final result. it’s just weird, here is the cgp I used:
shaders = 8
shader0 = mdapt-pass1.cg
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = mdapt-pass2.cg
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
shader2 = mdapt-pass3.cg
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = mdapt-pass4.cg
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
shader4 = xbr-mlv4-pass1.cg
filter_linear4 = false
scale_type4 = source
scale4 = 1.0
shader5 = xbr-mlv4-pass2.cg
filter_linear5 = false
scale_type5 = source
scale5 = 1.0
shader6 = xbr-mlv4-pass3.cg
filter_linear6 = false
scale_type6 = source
scale6 = 2.0
shader7 = xbr-mlv4-pass4.cg
filter_linear7 = false
scale_type7 = source
scale7 = 2.0
Sp00kyFox,
xBR passes 2, 3 and 4 need to access the original texture. As you're passing mdapt before it, the "new" original texture for these xbr passes is now the result of mdapt pass4, which is PASS4 according to the cg shader specs from maister.
So, you have to open xbr passes 2, 3 and 4 and replace all ORIG terms by PASS4 for it to run correctly.
BTW, this won’t be necessary when next RA releases, because maister has implemented the feature of accessing the previous pass output.
that was an easy fix, thx!
Is there a way to have a xBR shader that works at far less intensity? Maybe 25% or lower? Would this be the right place to ask?
I’m not sure what you mean by ‘intensity’. Like, it’s too bright?
The degree to which it is attempts to smooth pixilation. Right now the aim is perfectly smooth edges. What if, however, a xbr shader was made that tried to smooth pixilation by a mere fraction of what it currently attempts? That way it could be simply one minor effect and paired with other shaders. The attempt right now is to use xbr to create a perfectly smooth image alone by itself. But what I’d like to try is to have a far less intense xbr shader and to pair it with several others.
you could use the xbr versions with lower levels or xbr-hybrid which is a combination of xbr and reverse-aa. otherwise I don’t think this is a trivial change according to the algorithm explanation by hyllian. xBR makes a binary decision whether a bunch of pixels are building an edge or not and if that’s the case then it will be interpolated. there is no strength parameter, only a similarity threshold (see annex1 in the first post of this thread).
Okay, the two best PASSES around are Spookyfox’s 4 pass mpadt and, of course, Hyllian’s xBR lvl3. Lv4 is awesome too (it’s the only think I use for gameboy games as it finally makes those games look right on HD and runs at an acceptable speed - not too much slowdown, drain on the retroarch).
Ideally, a faster running LVL4xBR that runs at acceptable speed for most everything else hopefully can happen someday (too slow on GENESIS games and most everything else).
But the holy grail for me right now would be too combine the LVL3 xBR passes with Spookyfox’s mdapt 4 pass. I wouldn’t know how to combine these (can’t get them too work when I try to manually put them together). And even then they would probably run too slow together.
Anyone here interested in helping me out?
It seems like mostly any game without xBR and the anti-filtering pass is somehow lacking or deficient to my graphic loving perfectionist OCD eyes.
Hoping someone could throw something together with the skills to make it happen.
Hi people, just passing to say “Hi” and answer this question below.
Your request was already answered in this very thread. It was the same question made by Sp00kyFox in this post: viewtopic.php?p=8950#p8950
The solution is in this post: viewtopic.php?p=8955#p8955
Though it was answered for the mlv4 version, it works the same way for the LV3 version.
[quote=“Hyllian”] Hi people, just passing to say “Hi” and answer this question below.
Your request was already answered in this very thread. It was the same question made by Sp00kyFox in this post: viewtopic.php?p=8950#p8950
The solution is in this post: viewtopic.php?p=8955#p8955
Though it was answered for the mlv4 version, it works the same way for the LV3 version.[/quote]
Welcome back rockstar! Can’t wait to see what you do next.
Anyhow, as for the above convo… uh, I’m kinda of a dummie when it comes to stuff likes this. :-/ Tried to read those posts but as a layman/woman not sure practically how to put that together.
What I want to do, at least, is combine the lvl 3 xbr multi pass with the best of the mdapt (I’m assuming the 4 pass).
If you don’t mind, what steps do I have to do on my retroarch? I sorta understood the above but I don’t know what I have to switch around and in what order, etc.
The way I understood this is: on passes 2 and 3 of lvl 3, don’t specify the scale, just leave it open? Feels like I’m missing something here.
Well, thanx for any help you can provide and welcome back!
P.S. Hoping that an optimized LVL4 multi pass is someday, somehow possible and in the works. The current one looks awesome but, as you know, runs slow on most things. But’s it’s perfect! So close and so far… like most beloved things in life. Your filters are the best though. Sony should snatch you up. haha
Really!? You don’t know how to open a txt file and use the replace option to change all occurrencies of “ORIG” by “PASS4”?
Just do what I said: Open the file “xbr-lv3-pass1.cg” in a text editor and do what I said. Save it mount a shader combo of mdapt 4 passes and put xbr lv3 after it as passes 5 and 6. Just that!
haha…Yeah, like I said, I’m a dummie. Didn’t know you meant this. But I think I can handle this.
Your lvl 4 multi pass xBR is the Holy Grail of shaders at the moment. Runs slow. Looking forward to an optimized version of it someday. It is simply the best around!
I’m having a look at hyllians warp filters right now and it seems there is an issue which I don’t quite understand if it’s a bug or a hardware specific thing. the erosion.cg shader only gives me a black picture without any kind of error message. …
edit: seems it’s a hardware related problem. I reduced the fragment shader of erosion.cg to a basic core…
/* FRAGMENT SHADER */
half4 main_fragment(in out_vertex VAR, uniform sampler2D decal : TEXUNIT0, uniform input IN) : COLOR
{
half3 E = tex2D(decal, VAR.t3.yw).rgb;
return half4(E, 1.0);
}
which still results in a black screen.
edit2: here is an ati fix of both shaders https://anonfiles.com/file/16adc28bf655 … 23bf2438e4