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)
This commit is contained in:
Tim Allen
2013-01-14 23:10:20 +11:00
parent b389d17c9a
commit 032e924495
92 changed files with 2212 additions and 2873 deletions

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@@ -1,17 +0,0 @@
shader language=GLSL
vertex~
void main(void) {
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
fragment~ filter=linear
uniform sampler2D rubyTexture;
void main(void) {
vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy);
vec4 intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0));
if(fract(gl_FragCoord.y * 0.5) > 0.5) intens = rgb * 0.8;
gl_FragColor = intens;
}

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@@ -1,61 +0,0 @@
shader language=GLSL
vertex~
uniform vec2 rubyTextureSize;
void main()
{
float x = 0.5 * (1.0 / rubyTextureSize.x);
float y = 0.5 * (1.0 / rubyTextureSize.y);
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 dx = vec2(x, 0.0);
vec2 dy = vec2(0.0, y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx;
gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx;
}
fragment~ filter=linear
vec4 compress(vec4 in_color, float threshold, float ratio)
{
vec4 diff = in_color - vec4(threshold);
diff = clamp(diff, 0.0, 100.0);
return in_color - (diff * (1.0 - 1.0/ratio));
}
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
void main()
{
vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
vec2 tex = gl_TexCoord[0].xy;
vec2 texsize = rubyTextureSize;
vec3 first = mix(c00, c20, fract(tex.x * texsize.x + 0.5));
vec3 second = mix(c02, c22, fract(tex.x * texsize.x + 0.5));
vec3 mid_horiz = mix(c01, c21, fract(tex.x * texsize.x + 0.5));
vec3 mid_vert = mix(c10, c12, fract(tex.y * texsize.y + 0.5));
vec3 res = mix(first, second, fract(tex.y * texsize.y + 0.5));
vec4 final = vec4(0.26 * (res + mid_horiz + mid_vert) + 3.5 * abs(res - mix(mid_horiz, mid_vert, 0.5)), 1.0);
gl_FragColor = compress(final, 0.8, 5.0);
}

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@@ -1,4 +0,0 @@
install:
mkdir -p ~/.config/bsnes/shaders
chmod 777 ~/.config/bsnes/shaders
cp *.shader ~/.config/bsnes/shaders