> It is really nice, that people start to convert OpenGL shaders and i would not say > that "It doesn't seem likely that we would need much more than that to be honest." > because there are at least two or three more shaders, that could be very interesting > and nice... NTSC-Composite and CRT-Royale coming to my mind. Also vector-shading is a > thing that needs more attention, but I am on it .
Oh man, do you need any help with that? I'm dying to play Tempest with a decent GLSL pipeline (I refuse to run windows at all these days. Linux only, even on my MSI GS70 Laptop)
> I am at most a novice, when it comes to shaders, but it seems that Timothy Lottes > shader can also be more optimized. This is what he wrotes me:
I'm a novice also. But also a Computer Science student (first year) at university. Miles ahead of most of the other students in what we have to study (Python is super simple to learn. But writing great code is much harder, and a challenge I enjoy immensely)
> "When creating that and posting it I was hoping that it would get integrated into > stuff. > Glad to see someone taking it. > > There are a bunch of optimizations possible. For instance I usually separate it into > 2 passes. > First pass to do the horizontal blur and enlargement, then the second pass to do the > vertical blur and enlargement. > Much faster that way."
I'll definitely have to learn more about shaders. I can't really see how to split them like that.
> Dunno how much of that statement went into the conversion from SoltanGris42. > > I hope you will sharing your results with us, it looks very promising.
Sure! Check out my github. I've put the Mame version of Tim's shaders in there (AttractMode FE extras, in dir/ *name*tar.gz)
I did a bunch of comparisons between original, and what I've produced at the end via screenshots. Looks almost exactly the same, but with less calculations going on.
***Also attached current Mame GLSL version of shader. Open the .vsh to fiddle with settings.
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