They all write their own compilers and they want to be like Microsoft, inventing their own standards as they go along.Marisa Kirisame wrote:Why would each vendor have different glsl syntax?
MariFX Shader Suite
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Re: MariFX Shader Suite
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Re: MariFX Shader Suite
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.
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
Code: Select all
Execution could not continue.
Compile Shader 'shaders/glsl/mfx_borderblur.fp':
ERROR: 0:7: ']' : syntax error: syntax error
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Re: MariFX Shader Suite
Looks like a typo, I patched it up.
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Re: MariFX Shader Suite
Thank you so much, Marisa! It worked!Marisa Kirisame wrote:Looks like a typo, I patched it up.
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Re: MariFX Shader Suite
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
https://www.youtube.com/watch?v=vxLyfYYkITA&t=86s
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Re: MariFX Shader Suite
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
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
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
You are correct. Screen shaders do not function in the GLES renderer.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
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Re: MariFX Shader Suite
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:
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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Re: MariFX Shader Suite
Hey, i love the shader! Since this is a port and you know what you are doing, would it be possible do port this to reshade?
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Re: MariFX Shader Suite
This is fantastic, thanks for making this
Woe is me because I do enjoy the Blur & Sharpen part of the BlurSharpShift though ':)
Note: I was testing the film grain and I think the grain speed might not be working? Not seeing a difference no matter the value.
Woe is me because I do enjoy the Blur & Sharpen part of the BlurSharpShift though ':)
Note: I was testing the film grain and I think the grain speed might not be working? Not seeing a difference no matter the value.
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Re: MariFX Shader Suite
It's more noticeable in the pattern artifacts caused by the two-pass grain. Really depends on the magnification adjustments of each layer.
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Re: MariFX Shader Suite
The palette+dithering shader has been replaced with one that uses a "less naive" algorithm. Results may vary depending on parameters used. It's still far from perfect, however, and I might keep tweaking things in the future.
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Re: MariFX Shader Suite
Thank you for the recent update. I just gave the new shader a thorough testing on numerous maps and it does look a lot better. Good work and nicely done. Also, if you wouldn't mind, do you think you'd be willing to add just one more palette in a future update? This Sin City styled one:
viewtopic.php?f=103&t=57215
It's a good one to preserve into the collection.
viewtopic.php?f=103&t=57215
It's a good one to preserve into the collection.