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add a working fxaa + scanlines shader

Open Nerboruto opened this issue 4 years ago • 16 comments

first contribution sorry if i did something wrong..

Nerboruto avatar Nov 14 '20 17:11 Nerboruto

You should pick one of the two files and put it in the right location. I don't think the root directory is the correct one (but I'm not sure about the other one either)

BhaaLseN avatar Nov 15 '20 10:11 BhaaLseN

You should pick one of the two files and put it in the right location. I don't think the root directory is the correct one (but I'm not sure about the other one either)

sorry... I wanted to replace the first version of the file with the second but I mistakenly put it in the root...

Nerboruto avatar Nov 15 '20 11:11 Nerboruto

feedback are welcome...

Nerboruto avatar Nov 16 '20 17:11 Nerboruto

La mia richiesta sarebbe quella di avere uno shader che faccia scanline e opzionalmente possa essere definito come "sharp" o meno. config

Nerboruto avatar Nov 16 '20 23:11 Nerboruto

At the very least, please squash your commits. I do not have any major concerns with the current implementation. Thanks for adding the options!

iwubcode avatar Nov 17 '20 22:11 iwubcode

At the very least, please squash your commits. I do not have any major concerns with the current implementation. Thanks for adding the options!

I don't know how to do it.. checks say "PR not built because Nerboruto is not auto-trusted"

Nerboruto avatar Nov 17 '20 23:11 Nerboruto

Please squash the commits with

git rebase -i HEAD^X

Replace X with the number of commits you have. This is in interactive rebase. An editor will appear and you have to edit every commit but the top one to say squash, so it should look something like this

pick aaaaaaa commit 1
pick bbbbbbb commit 2
pick ccccccc commit 3
....

And you have to make it edit it to something like this

pick aaaaaaa commit 1
squash bbbbbbb commit 2
squash ccccccc commit 3
....

It will likely open in VIM if that's set as your preferred editor, look up how to edit, save and quit in VIM if you don't know how or change your git preferences for the editor you normally use.

PatrickFerry avatar Apr 22 '21 22:04 PatrickFerry

I tried to make a squash but it doesn't work if someone can help me ...

Nerboruto avatar Aug 06 '22 13:08 Nerboruto

@iwubcode Can you re-check this?

AdmiralCurtiss avatar Aug 06 '22 13:08 AdmiralCurtiss

My tune has slightly changed since 2020. If we want to temporarily merge this, that's fine but personally I wouldn't want to keep it in #10362 . As I mentioned in #9875 we shouldn't be creating our own implementation but rather picking one of the agreed on standard shaders chosen by the community.

If you look at #10362 you'll see that a user was actually porting mame's crt-geom which I think is the more appropriate way to go.

iwubcode avatar Aug 06 '22 17:08 iwubcode

ok no problem was born as an experiment but I liked result a lot even at native resolution, anyway lately I've been having fun with color reduction dithering and aperture simulation... I don't like geometry curvature.

Nerboruto avatar Aug 06 '22 19:08 Nerboruto

Yeah, I understand. The geom one apparently has the option to turn off the curvature. See example1 and example2. (the curvature isn't working properly atm anyway but that's another thing).

I'm not really a scanline person but from what I've seen online it seems like crt-royale is the most popular. Hopefully that gets implemented in Dolphin one day.

iwubcode avatar Aug 06 '22 20:08 iwubcode

Yes I know... personally I don't like it at all the result is blurry ... try mine with native resolution + msaa 2x + with 1080p desktop resolution on 1080p monitor... run fine on shit gt710. if the monitor has more than 1080p you have to use double scanline... on some monitors with many ppi you have to change the brightness of the scanlines .. the best results instead with apertures + cas sharp but are not currently implemented. https://imgur.com/a/kJuB2em this is c64 like shader https://www.reddit.com/r/lowendgaming/comments/w2reuo/comment/igsi9b7/?context=3

Nerboruto avatar Aug 06 '22 20:08 Nerboruto

Again, fine for other devs to chime in but my take is that we should have a limited set of built-in post processing shaders and that those that are included are A) high quality. B) useful. C) ideally standard implementations (if one exists).

It's because of this I've done a small purge in #10362 and I plan on going through on a second pass to remove more. Things like 'christmas' were a silly distraction but not anything anyone serious would likely use.

I encourage users to distribute their own post processing shaders. In the same way that users can grab reshade shaders.

iwubcode avatar Aug 06 '22 20:08 iwubcode

ok thank you...

Nerboruto avatar Aug 06 '22 20:08 Nerboruto

Request on the 'chrismas' shader -- I'd consider a number of those more 'novelty' shaders on the list as candidates for removal as they are not useful, but I would contend that 'chrismas' is both funny and worth keeping in for sentimental value. Very similarly to the green bell pepper within the GIMP imaging program.

Many thanks if so, please. Hope you all are having a very fine and well day today.

EpilodieResearch avatar Aug 12 '22 02:08 EpilodieResearch