I'm trying to use the AdvancedAA shader though with xBR to get rid of some of the jaggies but I'm a little confused as to the code i need to type for my .cgp file. I've looked at the documentation here https://github.com/Themaister/Emulator- ... /Cg/README but im having trouble understanding what code i would need to get both shaders to work together properly. If someone could point me in the right direction I would greatly appreciate it.
Question about multipass with 5xBR-v3.7a
Question about multipass with 5xBR-v3.7a
Hi I just started using this shader with snes9x lately and the image is absolutely stunning.  
I'm trying to use the AdvancedAA shader though with xBR to get rid of some of the jaggies but I'm a little confused as to the code i need to type for my .cgp file. I've looked at the documentation here https://github.com/Themaister/Emulator- ... /Cg/README but im having trouble understanding what code i would need to get both shaders to work together properly. If someone could point me in the right direction I would greatly appreciate it.
			
			
									
						
										
						I'm trying to use the AdvancedAA shader though with xBR to get rid of some of the jaggies but I'm a little confused as to the code i need to type for my .cgp file. I've looked at the documentation here https://github.com/Themaister/Emulator- ... /Cg/README but im having trouble understanding what code i would need to get both shaders to work together properly. If someone could point me in the right direction I would greatly appreciate it.
Re: Question about multipass with 5xBR-v3.7a
Try this:
			
			
									
						
										
						Code: Select all
shaders = 2
shader0 = 5xBR-v3.7a.cg
scale_type0 = viewport
scale0 = 0.5
filter_linear0 = false
shader1 = AdvancedAA.cg
scale_type1 = source
scale1 = 2.0
filter_linear1 = falseRe: Question about multipass with 5xBR-v3.7a
Hey thank you for your quick response. Unfortunately the code didn't work so well for me and only softened the image and made the aliasing more apparent. Maybe xBR is best used as a standalone shader? I know it's pretty advanced and perhaps any multipassing nullifies some of its effects.