Updated Post Processing Shaders (markdown)
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@ -5,7 +5,7 @@ Starting with Dolphin 4.0-2554 there has been work done to improve post processi
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The first step to making a great user experience is to try and be as neutral as possible for a Direct3D or OpenGL backend. Once the post processing shaders are implemented in Direct3D, users would like their favourite shaders to work in both video backends.
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The first step to making a great user experience is to try and be as neutral as possible for a Direct3D or OpenGL backend. Once the post processing shaders are implemented in Direct3D, users would like their favourite shaders to work in both video backends.
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Some tips for making sure your shader will compile on all backends.
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Some tips for making sure your shader will compile on all backends.
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- Instead of using GLSL vecX types, using HLSL floatX types. Our shader compiler supports floatX in GLSL, but not the other way around.
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- Instead of using GLSL vecX types, use HLSL floatX types. Our shader compiler supports floatX in GLSL, but not the other way around.
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- Use our embedded functions for determining UV location and sampling due to that location. In the future we can work around D3D having a different
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- Use our embedded functions for determining UV location and sampling due to that location. In the future we can work around D3D having a different
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coordinate system using our own functions.
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coordinate system using our own functions.
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- Try to stay away from HLSL only functions, Our shader compiler supports frac and lerp. But nothing else.
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- Try to stay away from HLSL only functions, Our shader compiler supports frac and lerp. But nothing else.
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