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Update to v092 release.
In the release thread, byuu says: The first official release of higan has been posted. higan is the new name for bsnes, and it continues with the latter's version numbering. Note that as of now, bsnes still exists. It's a module distributed inside of higan. bsnes is now specific to my SNES emulator. Due to last minute changes to the emulator interface, and missing support in ananke, I wasn't able to include Cydrak's Nintendo DS emulator dasShiny in this build, but I hope to do so in the next release. http://code.google.com/p/higan/downloads/list For both new and experienced users, please read the higan user guide first: http://byuu.org/higan/user-guide In the v091 WIP thread, byuu says: r15->r16: - BS-X MaskROM handling (partial ... need to split bsx/flash away from sfc/chip, restructure code - it requires tagging the base cart markup for now, but it needs to parse the slotted cart markup) - phoenixflags / phoenixlink += -m32 - nall/sort stability - if(input.poll(scancode[activeScancode]) == false) return; - MSU1 / USART need to use interface->path(1) - MSU1 needs to use Markup::Document, not XML::Document - case-insensitive folder listings - remove nall/emulation/system.hpp files (move to ananke) - remove rom/ram id= checks with indexing X have cores ask for manifest.bml (skipped for v092's release, too big a change) - rename compatibility profile to balanced (so people don't assume it has better compatibility than accuracy)
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@@ -1,17 +0,0 @@
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shader language=GLSL
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vertex~
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void main(void) {
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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fragment~ filter=linear
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uniform sampler2D rubyTexture;
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void main(void) {
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vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy);
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vec4 intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0));
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if(fract(gl_FragCoord.y * 0.5) > 0.5) intens = rgb * 0.8;
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gl_FragColor = intens;
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}
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@@ -1,61 +0,0 @@
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shader language=GLSL
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vertex~
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uniform vec2 rubyTextureSize;
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void main()
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{
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float x = 0.5 * (1.0 / rubyTextureSize.x);
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float y = 0.5 * (1.0 / rubyTextureSize.y);
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec2 dx = vec2(x, 0.0);
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vec2 dy = vec2(0.0, y);
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
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gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy;
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gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
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gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx;
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gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
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gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy;
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gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
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gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx;
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}
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fragment~ filter=linear
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vec4 compress(vec4 in_color, float threshold, float ratio)
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{
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vec4 diff = in_color - vec4(threshold);
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diff = clamp(diff, 0.0, 100.0);
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return in_color - (diff * (1.0 - 1.0/ratio));
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}
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uniform sampler2D rubyTexture;
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uniform vec2 rubyTextureSize;
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void main()
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{
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vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
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vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
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vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
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vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
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vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
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vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
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vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
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vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
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vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
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vec2 tex = gl_TexCoord[0].xy;
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vec2 texsize = rubyTextureSize;
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vec3 first = mix(c00, c20, fract(tex.x * texsize.x + 0.5));
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vec3 second = mix(c02, c22, fract(tex.x * texsize.x + 0.5));
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vec3 mid_horiz = mix(c01, c21, fract(tex.x * texsize.x + 0.5));
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vec3 mid_vert = mix(c10, c12, fract(tex.y * texsize.y + 0.5));
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vec3 res = mix(first, second, fract(tex.y * texsize.y + 0.5));
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vec4 final = vec4(0.26 * (res + mid_horiz + mid_vert) + 3.5 * abs(res - mix(mid_horiz, mid_vert, 0.5)), 1.0);
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gl_FragColor = compress(final, 0.8, 5.0);
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}
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@@ -1,4 +0,0 @@
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install:
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mkdir -p ~/.config/bsnes/shaders
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chmod 777 ~/.config/bsnes/shaders
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cp *.shader ~/.config/bsnes/shaders
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