L
LeonhartGR
Guest
Nvidia forums experienced a hacking attack just to let you know...
Asmodean thank you so much for all your work! I just returned from a nice escape weekend to the beach and I received those awesome updates. I'm following your shaders and the previous ones were working great! I'm looking forward to receiving any future updates!Edit: ps Thanks for the vid upload Leonhart7413, and yeah the shader effects are not working there, I could tell instantly.
Did not work. Both in FF7 as the PSX emulator. The emulator complains shader not found and FF7 black screen.I'm releasing the above-mentioned shader for testing.
Note 1: Be sure to change the .post shader source name in your cfg file.
Note 2: If you open the post shader you will see 3 version numbers at the top of the page (120, 330, & 420), two of which are commented out. If you have a GPU with shader model 2.0/3.0 (DirectX 9 card) leave it as it is, if you have a GPU with SM 4.0 (DirectX 10 card), or SM 5.0 (DirectX 11 card) you can comment out the #version 120, and remove the comment before your desired version number, to take advantage of more recent OGL version functions, and a bit more performance.
You can also customize each feature to your liking, if you don't like the default setup.
Note 3: If you would like to use these shaders on PS1 Emulator with a GPU plugin that supports glsl shaders (eg: Pete's OpenGL2) rename ComplexMultiShader.post to gpuPeteOGL2.slf, and main.vert to gpuPeteOGL2.slv, and pop them into your Emu's shader folder.
Here's the file: ComplexMultiShader.zip
Would appreciate feedback.
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF7 1.02 US EnglishINFO: NVIDIA Corporation GeForce GTX 570/PCIe/SSE2 4.2.0INFO: OpenGL 2.0 support detectedINFO: Using PBOINFO: Found swap_control extensionINFO: Max texture size: 16384x16384INFO: Number of texture units: 4INFO: Original resolution 640x480, window size 1440x900, output resolution 1200x900, internal resolution 3840x2160INFO: FBO extension detected, using fast scaling/postprocessing pathINFO: Shader limits: varying 124, vert uniform 4096, frag uniform 2048INFO: fragment shader compile log:0(20) : warning C7508: extension ARB_framebuffer_object not supported0(115) : error C1008: undefined variable "width"0(115) : error C1008: undefined variable "height"0(118) : error C1008: undefined variable "width"0(118) : error C1008: undefined variable "height"0(125) : error C1008: undefined variable "width"0(125) : error C1008: undefined variable "height"0(885) : error C1008: undefined variable "texCoord"0(886) : error C1008: undefined variable "texCoord"0(887) : error C1008: undefined variable "texCoord"0(888) : error C1008: undefined variable "texCoord"0(889) : error C1008: undefined variable "texCoord"0(890) : error C1008: undefined variable "texCoord"0(891) : error C1008: undefined variable "texCoord"0(892) : error C1008: undefined variable "texCoord"0(909) : error C1008: undefined variable "texCoord"0(910) : error C1008: undefined variable "texCoord"0(911) : error C1008: undefined variable "texCoord"0(912) : error C1008: undefined variable "texCoordfragment shader compile log:0(20) : warning C7508: extension ARB_framebuffer_object not supported0(115) : error C1008: undefined variable "width"0(115) : error C1008: undefined variable "height"0(118) : error C1008: undefined variable "width"0(118) : error C1008: undefined variable "height"0(125) : error C1008: undefined variable "width"0(125) : error C1008: undefined variable "height"0(885) : error C1008: undefined variable "texCoord"0(886) : error C1008: undefined variable "texCoord"0(887) : error C1008: undefined variable "texCoord"0(888) : error C1008: undefined variable "texCoord"0(889) : error C1008: undefined variable "texCoord"0(890) : error C1008: undefined variable "texCoord"0(891) : error C1008: undefined variable "texCoord"0(892) : error C1008: undefined variable "texCoord"0(909) : error C1008: undefined variable "texCoord"0(910) : error C1008: undefined variable "texCoord"0(911) : error C1008: undefined variable "texCoord"0(912) : error C1008: undefined variable "texCoord"0(91íü8TINFO: postprocessing program link log:Fragment info-------------0(20) : warning C7508: extension ARB_framebuffer_object not supported0(115) : error C1008: undefined variable "width"0(115) : error C1008: undefined variable "height"0(118) : error C1008: undefined variable "width"0(118) : error C1008: undefined variable "height"0(125) : error C1008: undefined variable "width"0(125) : error C1008: undefined variable "height"0(885) : error C1008: undefined variable "texCoord"0(886) : error C1008: undefined variable "texCoord"0(887) : error C1008: undefined variable "texCoord"0(888) : error C1008: undefined variable "texCoord"0(889) : error C1008: undefined variable "texCoord"0(890) : error C1008: undefined variable "texCoord"0(891) : error C1008: undefined variable "texCoord"0(892) : error C1008: undefined variable "texCoord"0(909) : error C1008: undefined variable "texCoord"0(910) : error C1008: undefined variable "texCoord"0(911) : error C1008: undefined variable "texCoord"0(912) : error C10postprocessing program link log:Fragment info-------------0(20) : warning C7508: extension ARB_framebuffer_object not supported0(115) : error C1008: undefined variable "width"0(115) : error C1008: undefined variable "height"0(118) : error C1008: undefined variable "width"0(118) : error C1008: undefined variable "height"0(125) : error C1008: undefined variable "width"0(125) : error C1008: undefined variable "height"0(885) : error C1008: undefined variable "texCoord"0(886) : error C1008: undefined variable "texCoord"0(887) : error C1008: undefined variable "texCoord"0(888) : error C1008: undefined variable "texCoord"0(889) : error C1008: undefined variable "texCoord"0(890) : error C1008: undefined variable "texCoord"0(891) : error C1008: undefined variable "texCoord"0(892) : error C1008: undefined variable "texCoord"0(909) : error C1008: undefined variable "texCoord"0(910) : error C1008: undefined variable "texCoord"0(911) : error C1008: undefined variable "texCoord"0(912) : error C1008: un}ü8TERROR: init_postprocessing failed, postprocessing will be disabledINFO: FFMpeg movie player plugin loadedINFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.INFO: FF7Music helper plugin loadedINFO: Loading external library Multi.dllLOCK UNLOCK TEST MATRIX INITIALIZE INITIALIZE DD/D3D END initializing sound...creating dsound primary bufferreading audio fileloading static soundssound initializedset music volume: 127set music volume: 127Entering MAINExiting MAINSTART OF CREDITS!!!INFO: c:\final fantasy vii\movies\eidoslogo.avi; indeo5/pcm_s16le 640x480, 30.000000 FPS, duration: 12.933333, frames: 388INFO: slow output format from video codec indeo5; 6ERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONERROR: GL_INVALID_OPERATIONWM_CLOSE END OF CREDITS!!!Field QuitUNINITIALIZE DD ERROR: GL_INVALID_OPERATIONEND UNINITIALIZE DD
# ff7_opengl-0.7.11b config file - modified by Bootleg## USER OPTIONS #### If you just want to play the game, these are the only options you'll want to change.# set the window size (or fullscreen resolution) of FF7# 0 means use original resolution (whatever ff7.exe provides)# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratiowindow_size_x = 1440window_size_y = 900internal_size_x = 3840internal_size_y = 2160preserve_aspect = yesfullscreen = yes#window_pos_x = -1#window_pos_y = -1#widescreen_hack = yes# mod directory# subdirectroy of mods/ where textures will be loaded from# does not affect the old external textures feature, those should still go in textures/mod_path = bootleg# check your driver settings if this option doesn't seem to workenable_vsync = yesrefresh_rate = 60# limit snowboard, coaster and highway minigames to refresh rate / 2, i.e. 30fps for a 60hz display mode# vsync must be enabled and working for this to have any effectminigame_framelimiter = on# same thing, but for the battle swirlbattleswirl_framelimiter = on# allow FF7 to use linear filtering for its textures# some things look slightly better with this option on, but alot of textures just lose their detaillinear_filter = on# plugin used to play music, the FF7Music plugin MUST be enabled for FF7Music to work.# If no music plugin is loaded the game will play MIDI as usual but FF7Music will NOT work.music_plugin = plugins/ff7music.fgp## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# make all dialog boxes transparent, same effect as the transparent dialog boxes YAMP patchtransparent_dialogs = on# allow max hp/mp to go over 9999, same effect as the YAMP patch by dziugobreak_9999limit = no#new_hp_limit = yes#new_mp_limit = yes# include armor in magic defense calculationmdef_fix = yes# expand battle viewport to cover entire screen and make the battle menu transparentnew_battle_interface = on# post-processing shader, used to apply fullscreen effectsenable_postprocessing = yespost_source = shaders/SmartBloom.postyuv_source = shaders/yuvHDR.fragfrag_source = shaders/mainHDR.fragvert_source = shaders/mainHDR.vert## ADVANCED OPTIONS #### Don't fiddle with these unless you know what you're doing.# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = yes#enable_lighting = yes#show_light_rays = yes#show_normals = yes#show_tbn_space = yesmax_lights = 12#Variable Functions##specular_fog = yes#texture_scale_bias = 1#texture_coordinate_clamp = yes#pixel_texture_bits = 32#generate_mipmap = yes#detail_texture = yes#shader_precision = yes#tessellation_program5 = yes#multisample_coverage = yes#multisample_filter_hint = yes#texture_filter_anisotropic = yes#texture_edge_clamp = yes# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = on# display frames per second counter in upper right cornershow_fps = noskip_frames = no# display some real-time debug informationshow_stats = no# store external textures in a compressed cache for increased performance# compression is not lossless, some artifacts may appear when this option is in use# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache# will cause that file to be recreated from the sourcecompress_textures = no# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = yesuse_vbo = yes# replace FF7's default framelimiter timer sourceuse_new_timer = yes# use a more stable (but less accurate) timer to control FF7's framelimiter# this option has no effect unless the use_new_timer option is onuse_stable_timer = yes# plugin used to play movies, FFMpeg is the only choice for nowmovie_plugin = plugins/ffmpeg_movies.fgp## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# read files directly instead of using LGP archives# for example; if FF7 is looking for aaab.rsd in char.lgp, this option will make it open direct/char/aaab.rsd first,# if this file doesn't exist it will look for the original in the LGP archivedirect_mode = off# show every failed attempt at loading a .png textureshow_missing_textures = no# Disable Error Notificationsdisable_popup = on# Load Multiple DLLsload_library = Multi.dll
Thank you!leostrife,
For now try: ensure SSAO, Bloom are enable via the #define section, you can disable both FXAA, and HQBR, for now. I will have v0.2 out sometime next week when I'm finished updating the new implementation. My new shader doesn't seem to be working on Nvidia though. I'm also in the process of rebuilding my system, I should have a GTX 680 soon hopefully.
Leonhart7413,
The window size variable is you're monitors max resolution, the internal size is limited by your GPU, not display, it's the internal rendered resolution of the game. This can be increased as far as your GPU will allow, you will receive a pop up dialog when starting the game if you go too high for your own card, it's also best to keep it at multiples of the game's original native res. The config file posted is my own modified one, it was included in the bootleg installer I presume.
Look here: https://www.ff7catalog.com/posts/156045/Hey guys. I'm in DESPERATE need of the "Everything is made of light" fix, but all the MediaFire links (for main.frag, main.vert) are no longer functional... Can anyone help me out? Maybe host the files somewhere else if you already have them? Thanks!
INFO: FF7/FF8 OpenGL driver version 0.7.11bINFO: Auto-detected version: FF8 1.2 US EnglishINFO: Intel Mobile Intel(R) 4 Series Express Chipset Family 2.1.0 - Build 8.15.10.1892INFO: Found swap_control extensionINFO: Max texture size: 512x512INFO: Number of texture units: 8INFO: Original resolution 640x480, window size 640x480, output resolution 640x480, internal resolution 640x480MATRIX INITIALIZE INITIALIZING SOUND... initializing direct sound EAXDirectSoundCreate creating primary buffer initializing audio data OK initializing streamingSOUND INITIALIZEDDIRECT MUSIC - Enumerating Ports...PORT 0: Microsoft MIDI Mapper [Emulated]GUID={0x1b4db28b,0x36fb,0x451d,0xaa,0x61,0x1e,0x1b,0xf1,0x8d,0x5c,0xaf}PORT 1: Microsoft GS Wavetable Synth [Emulated]GUID={0xa5c19a3b,0x5626,0x46d6,0x97,0x19,0x32,0x75,0x66,0x9d,0x44,0x2d}PORT 2: Microsoft SynthesizerGUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}Creating Port1... Microsoft Synthesizer Port1 supports XG dataERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUEERROR: GL_INVALID_VALUE <- IT'S OVER 9000!!!!!!!!!!BinkCloseWM_CLOSE Releasing Performance...Releasing Loader...Releasing Port1...Releasing DirectMusic interface...Releasing COM...
# ff7_opengl-0.7.10b config file <- counter to what this says..... I am using 11b lol as shown in app log lol## USER OPTIONS #### If you just want to play the game, these are the only options you'll want to change.# set the window size (or fullscreen resolution) of FF8# 0 means use original resolution (whatever ff7.exe provides)# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratiowindow_size_x = 0window_size_y = 0preserve_aspect = yesfullscreen = yes# mod directory# subdirectroy of mods/ where textures will be loaded from# does not affect the old external textures feature, those should still go in textures/mod_path = none# check your driver settings if this option doesn't seem to workenable_vsync = yes# allow FF8 to use linear filtering for its textures# some things look slightly better with this option on, but alot of textures just lose their detaillinear_filter = off## ENHANCEMENTS #### All the little extras that weren't part of the original game, default options include only trivial bug fixes.# post-processing shader, used to apply fullscreen effectspost_source = shaders/bloom2.postenable_postprocessing = no## ADVANCED OPTIONS #### Don't fiddle with these unless you know what you're doing.# use shaders, if available and supported# turn shaders off to use the OpenGL 1.1 backenduse_shaders = no <-white screen during movie playback rather than black screen when set to no# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)# multiple of the original resolution and up/down-scalingprevent_rounding_errors = yes# enable alpha blending for textures without an existing blending effectfancy_transparency = off# display frames per second counter in upper right cornershow_fps = no# display some real-time debug informationshow_stats = no# store external textures in a compressed cache for increased performance# compression is not lossless, some artifacts may appear when this option is in use# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache# will cause that file to be recreated from the sourcecompress_textures = yes# use pixel buffer objects to speed up texture loading# will probably crash horribly on ATI cards but should work for NVIDIA usersuse_pbo = no## MODDER OPTIONS #### These options are mostly useful to modders and should not be enabled during normal play.# show every failed attempt at loading a .png textureshow_missing_textures = no