Commit graph

15 commits

Author SHA1 Message Date
hunterk
8df1213ad5 add pixellate license 2017-01-19 13:48:22 -06:00
hunterk
87c4e92a8b fix undershot in automatic prescale at exact integer scales 2017-01-19 10:08:19 -06:00
hunterk
7f57e74535 fix some dumb mistakes 2017-01-18 12:45:32 -06:00
hunterk
9846f2de0b add option to interpolate in linear gamma 2017-01-17 16:38:39 -06:00
hunterk
7c2c7406ab change some gl_FragCoords to match spec doc 2017-01-06 12:55:04 -06:00
hizzlekizzle
4aa0679176 add default auto-pre-scale to sharp-bilinear 2016-12-30 08:28:09 -06:00
hunterk
cd2d282159 add ascii art shader and fix ds-hybrid 2016-10-19 22:30:27 -05:00
hizzlekizzle
a0c500abd5 add pixellate preset 2016-09-02 21:32:20 -05:00
hizzlekizzle
d1e050686b fix pixellate, hopefpully 2016-09-02 21:23:43 -05:00
Monroe88
c9bc79e10a (AANN) Add parameters 2016-08-14 14:12:16 -05:00
Monroe88
e410ff0886 (sharp-bilinear) Add parameters 2016-08-14 13:57:32 -05:00
Arzed Five
f0c2969e74 (retro) Ported retro-v2 and the respective preset. 2016-08-07 18:42:11 +01:00
rz5
a0608ed481 Update aann.slang
Notable changes:
* As per https://www.opengl.org/wiki/GLSL_Optimizations, I tried replacing divisions with multiplications.
* All the color space conversion functions accept (and work on) vectors instead of single.

This part is subjective, but I formatted the code all around based on my idea of what looks most legible  .

@wareya, @Monroe88: Hi, could you both take a quick glance at my multiply-add optimizations? The wiki says it would make it faster, dunno by how much but it was easy to change and it didn't hinder legibility too much.
2016-07-19 14:20:30 +01:00
Monroe88
6a6fc86cf3 (AANN) Update to latest version 2016-07-18 21:08:02 -05:00
hunterk
fb4f5d002b add aann and sharp-bilinear and broken pixellate 2016-07-14 15:54:54 -05:00