* First working version
* Add overbright feature; Clean up code
* Consistent precision
* Rename included files; Separate out vert shader as utility function
Color palette taken from Tatsuya79's Handheld Border Shader project. A great color scheme for Game Boy games that falls in-between gameboy-pocket and gameboy-light-mode.
This is an alternative to my previous gameboy-color preset. It features a white background as opposed to the traditional sepia tone used to mimic the original Game Boy panels. This results in truer, brighter colors but a bit harder on the eyes and less nostalgic.
This variable determines how pixels are blended and affects the appearance of the pixel grid. The original Cg gameboy shader defaulted to Blending Mode 0. While a matter of preference, I find Blending Mode 0 looks better across a wider range of resolutions (especially handheld, lower resolution devices) and doesn't wash out the image like Blending Mode 1.
Updated handheld/gameboy shader to support color based on a toggle. Added gameboy-color preset. This effect looks great on handheld devices with Game Boy Color games.
* Move initial batch of shaders and presets to smoothing subdirectory
* Rename smoothing to edge enhancement
* Move cubic and windowed into interpolation
* Fix some presets
* Fix rest of presets
* Rename edge-enhancement to edge-smoothing
* Move pixel art scalers into separate directory separate from 'interpolation'
* Flatten interpolation/cubic into interpolation/
* make a bunch of implicit scaling rules explicit and move color shaders before scaling shaders in the handheld directory
* remove extraneous file
* switch vhs from viewport to source scaling
* update shaders that use Original to use a reference pass instead for append/prepend readiness
* remove some extraneous files
* fix super-xbr preset that was already broken apparently
* Add Retro-Tiles shaders
A shader designed for handheld and low res systems. It turns pixels into crisp tiles.
* Add box scaling
- Turn mandatory integer scaling;
- Add Overscan option.