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gameboy Shader's Blending Mode 0 Doesn't Work #6

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Awakened0 opened this issue Apr 9, 2017 · 3 comments
Closed

gameboy Shader's Blending Mode 0 Doesn't Work #6

Awakened0 opened this issue Apr 9, 2017 · 3 comments

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@Awakened0
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This is noted in the the shader's second pass file, but I figured I'd make an issue report so it's not forgotten :)

@Awakened0
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Here's a screenshot comparison between blending mode 0 (from the CG version) vs blending mode 1 (from GLSL): http://screenshotcomparison.com/comparison/207289

With blending mode 1 you can see the contrast is blown out a bit more and the edges of the pixels (or the area in between?) are much softer. I much prefer the crisper, darker look of mode 0 myself.

@hizzlekizzle
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I think this should be fixed now as of 00ac546

I'm going to close this but feel free to reopen it if this didn't actually fix it or something.

@Awakened0
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It looks exactly like the CG version now in screenshot comparisons. Thanks!

You could set the blending mode to 0 as the default like it is in the CG version now: https://github.com/libretro/common-shaders/blob/master/handheld/shaders/gameboy/shader-files/gb-pass-1.cg#L1

Oh, and remove the "/* TODO/FIXME" line if you want :P: https://github.com/hizzlekizzle/glsl-shaders/blob/master/handheld/shaders/gameboy/shader-files/gb-pass1.glsl#L36

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