* Add Retro-Tiles shaders
A shader designed for handheld and low res systems. It turns pixels into crisp tiles.
* Add box scaling
- Turn mandatory integer scaling;
- Add Overscan option.
* Fix gamma on retro-tiles shader
- Increased gamma from 2.2 to 2.7 for a better white balance.
* Add Gamma Slider to checkerboard-dedither
- Add Gamma Slider to checkerboard-dedither.
* Update checkerboard-dedither shaders
- Add new pattern recognitions;
- Add new option to mitigate false positives.
* Add Retro-Tiles shaders
A shader designed for handheld and low res systems. It turns pixels into crisp tiles.
* Add box scaling
- Turn mandatory integer scaling;
- Add Overscan option.
Based on CRT Royale, this filter includes a lot of cool features:
- Horizontal ringing (produced by low pass filters e.g. SNES video output)
- CVBS / S-VIDEO / RGB filter modes
- Accurate pixel perfect dimensions (for 1080 resolutions and up)
- TV frames that reminds the 90's experience
- PC monitor frame also available
- New adjustable scale system to fix image size and overscans
- Ambient lighting and rear LED simulation modes
- Reflections over the screen borders
- Nice bulged screen finish
- Auto scales to any resolution, preserving 4:3 ratio
- 3 shaders available: normal mode, fast mode and doubled outputs mode
Glcore and d3d11 drivers supported at the moment.
* CRt-Yee64 and yeetron now uses RSDK Decompilation code
Which means its now humanly readable!
Hooray for reverse engineer!
* I think i got those mixed up so, here
- Swap stock linear by cubic multipass shaders.
- Improves IQ for 4xSoft, 2xSaL, 2xSacaleHq, 4xScaleHq, HQ2x, HQ3x, HQ4x, 2xBRz, 2xSaI, Super-2xSaI and Advance2x-AA.
- Rename old catmull-rom-fast to catmull-rom;
- Add new catmull-rom-fast shader;
- Delete old b-spline-fast as it behaved exactly like bilinear;
- Add new b-spline-fast shaders;
- Add anti-ringing code to bicubic fast shaders.
- Add a very good anti-ringing code to spline16 and spline36 shaders;
- It works best with spline16.
- it's ON by default and can be disabled through realtime shader parameter.