pcsx2/bin/resources/shaders/opengl
sideprojectslab f10e7f4ab7 GS: Implemented Motion Adaptive Deinterlacing for all renderers
implemented FastMAD motion-adaptive deinterlacing for OpenGL renderer, other renderers will crash. FastMAD is replacing blend (either mode) so select blend to activate MAD under the hood

fixed an assert and assessed that one MUST select mode Blend bottom field first to enable MAD

removed forced mode 2, added separate motion thresholds for current field and alternate field motion and optimized MAD for Top-FIeld-First mode

committing kind-of broken status for review

the algorithm works well on most games, but somehow Kingdom Hearts works at half resolution

completely fixed weird artifacts on MAD, I only need to fix a 1-line offset that is causing the top of the screen to flicker

fixed flicker on first line, I still need to fine-tune some coefficients

solved all nastiness by realizing that MAD MUST work on an even resolution, so odd resolutions are rounded up. Now all games I tried look great

made MAD sensitivity adjustable inside GDDevice.h and passed to shaders as a parameters. For this purpose ZrH is now a vec4 to hold more parameters conveniently

ported MAD to DX11 and DX12

removed rounding of texture size to closest multiple of 2 and fized odd number of lines inside the shaders by also passing the vertical resolution as a parameter

improved compatibility of upper buffer offset adjustment for odd resolutions

added Vulkan support
2022-11-18 21:29:37 +00:00
..
common_header.glsl GS:HW: Don't scale rt when converting to texture 2022-02-01 01:24:35 +00:00
convert.glsl GS: Fix fractional scaling in GL/Vulkan 2022-10-17 15:26:01 +01:00
interlace.glsl GS: Implemented Motion Adaptive Deinterlacing for all renderers 2022-11-18 21:29:37 +00:00
merge.glsl GS/OpenGL: Get rid of interface blocks for convert shaders 2021-12-26 13:21:51 +00:00
present.glsl GS: Add lottes crt to present shader. 2022-06-22 16:26:19 +02:00
shadeboost.glsl GS: Put shadeboost params in uniforms 2022-03-28 09:24:51 +02:00
tfx_fs.glsl GS-hw: Implement missing st_int shader bit. 2022-10-24 16:22:44 +02:00
tfx_vgs.glsl GS: Use hardware point/line expansion where supported in GL 2022-01-02 15:06:39 +00:00