crt-geom-deluxe improvement #5049
Conversation
…up to 1024 frames). Ensured that the intensity falls to zero afterward. Note that this is currently only compiled for GLSL.
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Bumping this since it's been sitting open for ages, and we've had a bunch of bgfx updates lately. Can someone set up to build all the shaders apply this? |
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I really wanted to do this, but the problem was that nobody could remember well enough, how to compile bgfx shaders. I know, that noone gives a fuck what i say, but please, if somebody is doing this, make a small tutorial how to compile that stuff. It was not hard, as long as i remember. At least people (like me) could try to make conversions of existing shaders. I can only recommend to create a own topic for shaders on MW. From time to time, there are contributions, but they get lost in the forum. |
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Alternatively, to compile a specific chain subdir:
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Thanks Moogly. So easy, i cant believe that a few months ago, noone did remember this. |
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Yeah, I ended up having to go digging into the makefile. I could never remember whether it was |
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Somehow pity that this compiling step is needed, on the other side HLSL need that too. Maybe Firehawk could add this to the shader docs. I would like to compile this right away, but i will not be at home, for the next two weeks at least. |
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This looks like an interesting improvement, what is missing to get it merged ? |
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Sorry, for some reason I completely forgot about this. please remind me on the 23rd of this month. My working directory is not clean, so I cannot currently take point on this. However, once I reach a good stopping point on my HP Jornada 720 driver, I will be happy to actually deliver on this if someone reminds me. |
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Kindly reminder to @MooglyGuy as per request ! |
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Thanks! I'm nearing a good stopping point with my current changes, so I'll get to this sometime before the code freeze on Saturday. |
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The shader changes have been merged and committed, and the shaders have been recompiled and committed. |
Modified crt-geom-deluxe to track the power-law fall-off for longer (up to 1024 frames). Ensured that the intensity falls to zero afterward.
Note that this is currently only compiled for GLSL. Someone with a Windows machine should generate the full set of shader targets before merging.