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 Post subject: Shaders question
PostPosted: Sat Nov 21, 2015 6:43 am 
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Snes9x White Belt

Joined: Fri Nov 20, 2015 9:02 am
Posts: 2
I am messing around with shaders for the first time ever, and stumbled upon a massive collection of them here:
https://github.com/libretro/common-shaders

However, none of these shaders seem to work in SNES9x (I tried mostly the shaders in the CRT folder). are these particular types of shaders not supported? I downloaded a few other older shaders that work, but all these new shaders don't seem to work.

I am using an SNES9x Testbuild that I believe is dated 4/2/2015.


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 Post subject: Re: Shaders question
PostPosted: Mon Oct 31, 2016 6:28 pm 
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Snes9x White Belt

Joined: Sat Oct 15, 2016 9:36 pm
Posts: 14
try using the newest release of snes9x, v1.54.1.
you also need to use xml style shaders.


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 Post subject: Re: Shaders question
PostPosted: Sun Aug 27, 2017 5:43 pm 
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Snes9x White Belt

Joined: Mon Apr 06, 2015 4:20 am
Posts: 11
Yo, I need help with this too. None of those shaders work. I just get a black screen. What do I need to do here? I really want to use ScaleFX as it looks better than even xBRZ in some ways.

I'm on the newest release.


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 Post subject: Re: Shaders question
PostPosted: Sun Jan 07, 2018 3:07 am 
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Snes9x White Belt

Joined: Fri Jan 05, 2018 2:38 pm
Posts: 4
Hey everybody! I downloaded the shaders package from the OP above, but when I select any of the shaders in the "Use GLSL Shader:" dialog, nothing happens after I click "OK". When I re-open the Preferences dialog again, the checkbox to acivate shaders is un-ticked again.

Has anybody gotten them to work?


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 Post subject: Re: Shaders question
PostPosted: Thu Jan 11, 2018 8:08 pm 
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Official GTK/Linux Porter/Dev
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Joined: Tue Oct 02, 2007 12:50 am
Posts: 422
Our shader support is a bit dated. The Windows port can use the Cg versions of those shaders, but the GTK+ version is still stuck with the original bsnes xml format.

I plan to eventually implement the glslp format, but I’ve not got around to it yet. The format has some pseudo-configurable options that’ll require some UI work, too.


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