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Apparent issue with the XBR shaders #164

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mijofr opened this issue Apr 14, 2021 · 1 comment
Open

Apparent issue with the XBR shaders #164

mijofr opened this issue Apr 14, 2021 · 1 comment

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@mijofr
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mijofr commented Apr 14, 2021

I've been working on some of my own stuff using XBR shaders and have been using the libretro implementation as reference, and I've noticed what seems to be a common issue across the XBR implementations:

Take a look at the reference image:
contra

And then upscaled in XBR-2x-noblend

vWb9vKP

If you look at the edges of the balls, there seems to be a lot of small sharp edges poking out around the corners. The same issue is visible in my personal rendering of the shader code, which lets me go in closer:

hkgRgcy

These spikes happen in all of the XBR shaders, but I've run a few tests on the reference using other XBR implementations and libraries around and the circles are rendered more like you'd expect:

image

Is it possible there's a common math issue across this repo's glsl implementations?

@Hyllian
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Hyllian commented Apr 14, 2021 via email

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