Doneboltzmann wrote:Zenju, thanks again for implementing this! You should do it for ScummVM as well
![Smile :)](./images/smilies/icon_smile.gif)
Doneboltzmann wrote:Zenju, thanks again for implementing this! You should do it for ScummVM as well
Thanks for your work Zenju. Could you update the snes9x build you have on your builds page with xBRZ 1.4?Zenju wrote:Doneboltzmann wrote:Zenju, thanks again for implementing this! You should do it for ScummVM as wellhttps://sourceforge.net/projects/xbrz/files/ScummVM/
Thank you very much!
Code: Select all
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
float frame_count;
float frame_direction;
float frame_rotation;
};
struct vert_out
{
float2 tex_direct;
float2 tex_0;
float2 tex_60;
float2 tex_120;
float2 tex_180;
float2 tex_240;
float2 tex_300;
};
void main_vertex
(
float4 position : POSITION,
out float4 oPosition : POSITION,
uniform float4x4 modelViewProj,
float2 tex : TEXCOORD0,
uniform input IN,
out vert_out verts: TEXCOORD1
)
{
oPosition = mul(modelViewProj, position);
float2 one = 1.1 / IN.texture_size;
float angle = IN.frame_count = IN.frame_count / 60.0;
float scale = 0.9 + 0.3 * sin(1.0 * angle);
float2x2 rotate = scale * float2x2(
cos(angle), sin(angle),
sin(angle), cos(angle)
);
verts.tex_direct = tex;
verts.tex_0 = tex + one * mul(rotate, float2(1.0, 0.0));
verts.tex_60 = tex + one * mul(rotate, float2(0.5, 0.7));
verts.tex_120 = tex + one * mul(rotate, float2(-0.5, 0.7));
verts.tex_180 = tex + one * mul(rotate, float2(-1.0, 0.0));
verts.tex_240 = tex + one * mul(rotate, float2(-0.5, -0.7));
verts.tex_300 = tex + one * mul(rotate, float2(0.5, -0.7));
}
float4 main_fragment (in vert_out verts : TEXCOORD1, uniform sampler2D s0 : TEXUNIT0) : COLOR
{
float4 tex_mid = tex2D(s0, verts.tex_direct);
float4 tex0 = tex2D(s0, verts.tex_0);
float4 tex60 = tex2D(s0, verts.tex_60);
float4 tex120 = tex2D(s0, verts.tex_120);
float4 tex180 = tex2D(s0, verts.tex_180);
float4 tex240 = tex2D(s0, verts.tex_240);
float4 tex300 = tex2D(s0, verts.tex_300);
float4 minimum = min(min(min(tex0, tex60), min(tex120, tex180)), min(tex240, tex300));
float4 maximum = max(max(max(tex0, tex60), max(tex120, tex180)), max(tex240, tex300));
float4 diff = 1.0 - exp(-(maximum - minimum));
return lerp(tex_mid, diff, 0.6);
}
Registered just to say thank you for this, and especially for including the link to the VC runtime. You'd think that I'd have them already what with every Steam install also including DirectX and VC++, but I guess not the 64bit version.
Wow, I missed this!Khronikos wrote:For those that were not keeping up 1.54 of SNES9x was actually released with myriad improvements and native 6xBRZ.