Commit graph

28 commits

Author SHA1 Message Date
hunterk 2b30c6089f
Make a bunch of implicit scaling settings explicit (#375)
* make a bunch of implicit scaling rules explicit and move color shaders before scaling shaders in the handheld directory

* remove extraneous file

* switch vhs from viewport to source scaling
2023-03-20 10:03:42 -05:00
hunterk c642c86348 add godot vhs_and_crt shader and slight tweak to shock 2022-10-12 22:33:22 -05:00
Hyllian 2a4a05d863 Improves smooth shaders presets
- Swap stock linear by cubic multipass shaders.
- Improves IQ for 4xSoft, 2xSaL, 2xSacaleHq, 4xScaleHq, HQ2x, HQ3x, HQ4x, 2xBRz, 2xSaI, Super-2xSaI and Advance2x-AA.
2022-08-14 17:17:07 -03:00
Jonatas Esteves 629f08f7b1 SMAA: Fix color edge detection
Fix incorrect calculation of local contrast adaption in color edge detection

This is the fix from PR iryoku/smaa#11
2021-09-13 22:15:35 -03:00
Jonatas Esteves dd9994482c SMAA: Expose more quality settings
- Expose all the configuration settings used by the quality presets to allow fine-tuning of edge detection.
- Changed default edge detection technique from luma to color since in my tests that always yields better results.
- Increased quality to ultra in default preset.
- Deleted the duplication of the fragment shader part of the lib, as I figured out how to include the lib twice with different defines for the vertex and fragment passes. That is necessary probably because discard cannot be used in vertex shaders in RetroArch, indicated in a comment in the lib as a possible restriction in some compilers.
- Include license headers to make clear that all my contributions are released on the public domain under the terms of the Unlicense. Anyone can do whatever they want with this.
2021-09-08 18:17:29 -03:00
Jonatas Esteves a4da0992bb New port of SMAA
Adds a new port of SMAA. This includes the original sources unmodified. The original does a great job of ensuring compatibility with any shader compiler, so no need to modify it.

- Add a runtime toggle to choose edge detection technique;
- Position independent, doesn't need to be the first shader in a chain anymore.
2021-09-02 02:40:09 -03:00
hunterk 7832403004 switch to torridgristle's curvature, add dotmask to ewa 2019-06-12 22:56:55 -05:00
hunterk fc28962ff5 fix a few more stragglers 2019-06-03 10:20:05 -05:00
hunterk b23a0c215a remove 1x scaling caused by #104's fix 2019-06-02 22:12:28 -05:00
LazyBumHorse 0a2b35ec11 replace invalid scale_type_<number> with scale_type<number> 2019-05-28 22:35:49 +02:00
hizzlekizzle 79c95a5036
prevent rounding errors caused by floor() 2019-05-28 10:48:18 -05:00
hizzlekizzle 04081a285b
delete trash file
unused, misnamed
2019-04-05 10:19:54 -05:00
hunterk 52db21c079 fixes for various compiler nits 2019-01-29 16:32:54 -06:00
hunterk c72686bc77 add shock shader 2018-12-13 22:21:55 -06:00
hunterk 5f0957d066 add torridgristle's smuberstep, controlled_sharpness and ewa_curvature shaders 2018-11-19 22:36:51 -06:00
hunterk 36d2e355cc add rAA shaders and preset 2018-10-26 20:27:37 -05:00
Stuart Carnie 656c08b465 fix(aa-shader): texture2d is a data type in Metal
* SPIRV-Cross should handle this
2018-07-15 13:43:03 -07:00
hunterk 148477b18a couple of cleanups on reverse-aa 2018-04-05 15:27:44 -05:00
aliaspider 027733b845 add reverse-aa. 2018-04-05 05:19:13 +01:00
hunterk 1cab4ec61f fix broken fast-bilateral-super-xbr presets and fix typo 2017-10-26 15:22:35 -05:00
hunterk d30218fd22 dunno when this broke, but... fix smaa 2017-06-21 11:59:01 -05:00
hunterk f0bcd4ad50 add sharpsmoother, aa-shader-4.0-level2 shaders and presets 2017-06-14 10:26:50 -05:00
hunterk 33c86b16dc match advanced-aa preset to Cg version to reduce aliasing 2017-04-19 15:13:55 -05:00
hunterk 6ec3d2aba4 use mudlord's LUTs 2016-11-01 16:25:58 -05:00
hunterk b8ce1d7a9d add SMAA shader 2016-10-31 11:01:11 -05:00
hunterk 1a571177de add fxaa to anti-aliasing shaders 2016-09-17 20:33:10 -05:00
hunterk f0dcc2198d add adaptive-sharpen 2016-08-12 10:53:17 -05:00
hunterk caab2e23f8 move antialiasing into main directory 2016-08-11 08:50:07 -05:00