MariFX Shader Suite

Re: MariFX Shader Suite

Postby Rachael » Tue Jul 02, 2019 4:56 am

Marisa Kirisame wrote:Why would each vendor have different glsl syntax?

They all write their own compilers and they want to be like Microsoft, inventing their own standards as they go along.
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Re: MariFX Shader Suite

Postby Graf Zahl » Tue Jul 02, 2019 5:23 am

The main problem is incompetence. The standard was poorly defined so everybody did the needed extensions their own way.
Fortunately for Vulkan saner heads prevailed and the defined an assembly-like representation with a reference compiler. In general, when compiling shaders, it is strongly recommended to test them with the Vulkan backend. If that works, it should work everywhere, if that doesn't work on some OpenGL driver it's a compiler bug that needs to be reported.

Regarding Microsoft, the biggest problem they were facing over the years was that they needed compiler extensions to handle native Windows features, like structured exception handling. Good luck getting that into a compiler like GCC or Clang. Combine such a problem with a CEO like Steve Ballmer and the result is inevitably problematic. Their more recent compilers are magnitudes better in terms of compliance than what they had been producing in the two decades before.
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Re: MariFX Shader Suite

Postby Zemakat » Wed Jul 03, 2019 3:20 pm

Code: Select allExpand view
Execution could not continue.
Compile Shader 'shaders/glsl/mfx_borderblur.fp':
ERROR: 0:7: ']' : syntax error: syntax error


I can't tell for sure if there's more...
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Re: MariFX Shader Suite

Postby Marisa Kirisame » Thu Jul 04, 2019 2:20 pm

Looks like a typo, I patched it up.
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Re: MariFX Shader Suite

Postby Zemakat » Thu Jul 04, 2019 3:22 pm

Marisa Kirisame wrote:Looks like a typo, I patched it up.

Thank you so much, Marisa! It worked! :thumb:
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Re: MariFX Shader Suite

Postby m1lk » Thu Aug 12, 2021 6:00 am

thank you for this! im playing around with it now and trying to give everything a survival horror feel, and combined with dark ambient music it seems to be doing the job. I feel my settings could be better though, so if you have any suggestions please let me know, thank you. im hoping to get a look like this as close as possible (the guy is using ReShade, I know.) :

https://www.youtube.com/watch?v=vxLyfYYkITA&t=86s
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Re: MariFX Shader Suite

Postby Marisa Kirisame » Wed Sep 22, 2021 11:30 am

I've kinda been neglecting this thing, but I do at least plan on pushing a new update soon-ish once I'm finished doing some clean-up.
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Re: MariFX Shader Suite

Postby ClessxAlghazanth » Wed Sep 22, 2021 5:30 pm

Hi

I couldn't get these shaders work with gles renderer on both 4.6.1 and 4.7.0 , I assume they only work in full ogl renderer ?

Best regards
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Re: MariFX Shader Suite

Postby wildweasel » Wed Sep 22, 2021 5:34 pm

ClessxAlghazanth wrote:Hi

I couldn't get these shaders work with gles renderer on both 4.6.1 and 4.7.0 , I assume they only work in full ogl renderer ?

Best regards

You are correct. Screen shaders do not function in the GLES renderer.
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Re: MariFX Shader Suite

Postby Marisa Kirisame » Thu Oct 07, 2021 12:00 pm

I have finally pushed the new update. Hope y'all enjoy this absolute nonsense.

Thought palletization wasn't enough? Well, now you can also add downscaling on top of it, for that true retraux feel.

There have also been some other notable changes:
  • CVars no longer stick to savegames, so your settings won't just randomly change around.
  • The menu has localization support (I'll translate it to Spanish someday if I can even be bothered to do such a thing).
  • There's also a lot more palettes now (I finally covered the whole range of 64, yay me).
  • Sliders now can be incremented in multiples of 5x and 10x by holding alt or shift, which is nice because the fine 0.01 steps just are too slow to work with on keyboard input.
  • The menu is set to disable dim/blur so you can preview your changes better.
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