Just wait for a port that uses a real exe file as it should.
Scanline filter feature "Crt style scanline filter."
#31 Posted 20 July 2017 - 10:31 AM
#32 Posted 20 July 2017 - 10:34 AM
Hendricks266, on 20 July 2017 - 10:31 AM, said:
Just wait for a port that uses a real exe file as it should.
+1000 to this.
#36 Posted 20 July 2017 - 01:21 PM
Drek, on 20 July 2017 - 10:15 AM, said:
I'd recommend taking this subject to the libGDX forums
Got pointed to google "reshade minecraft" tuts. Found this page on the ReShade forum, https://reshade.me/f...e-for-minecraft
Quote
It's important to find the right Java directory though. It's common to have both 32 and 64bit Java installed (in "C:\Program files (x86\Java" vs "C:\Program files\Java"). You need to pick the one your Minecraft uses and choose the appropiate ReShade DLL (32 for 32bit, 64 for 64bit.).
#37 Posted 20 July 2017 - 01:29 PM
Added later: Almost made a triple post.
Here are scanlines working, a thing to note is I used USE_PIXELART_CRT 1 in SweetFX, some other CRT shaders were inverting colours. Even this one was, I set PixelArtCRT_ShadowMask 1 and that seemed to work proper enough for a screenshot.
This post has been edited by Drek: 20 July 2017 - 02:09 PM
#39 Posted 20 July 2017 - 06:04 PM
There's no point in having a CRT shader if you can't have a stretchable pixel buffer (possibly put out by a software renderer). Reshade's resizing bit in its CRT shader's ugly and will have not very-oldschool-at-all pixel aliasing (not to mention the lack of doublescan here).
This post has been edited by leilei: 20 July 2017 - 06:05 PM
#41 Posted 21 August 2017 - 02:18 AM
what the author should do is provide a mini framework for shaders,
- the ability to use textures within it,
- some variables like screen/image size, frame/rate counter
e.g. like RetroArch
from there people will be able to port shaders quite easily,
or even better, if he opens the source, people will roll things out very quickly, hopefully he does that soon
- the ability to use textures within it,
- some variables like screen/image size, frame/rate counter
e.g. like RetroArch
from there people will be able to port shaders quite easily,
or even better, if he opens the source, people will roll things out very quickly, hopefully he does that soon
#42 Posted 05 November 2017 - 03:59 AM
Drek, on 20 July 2017 - 01:29 PM, said:
Here are scanlines working, a thing to note is I used USE_PIXELART_CRT 1 in SweetFX, some other CRT shaders were inverting colours. Even this one was, I set PixelArtCRT_ShadowMask 1 and that seemed to work proper enough for a screenshot.
Which injector did you use? Still can't make Reshade work and SweetFX doesn't seem to support OpenGL.
#43 Posted 09 November 2017 - 06:41 PM
fgsfds, on 05 November 2017 - 03:59 AM, said:
Which injector did you use? Still can't make Reshade work and SweetFX doesn't seem to support OpenGL.
I used the same setup included in the EDuke32 ReShade Bloom thing I put out a while back. ReShade Version 1.1
forums.duke4.net/topic/8667-polymost-hrp-bloom-mod/