Поделитесь пожалуйста настройками и скажите какими шейдерами пользуетесь.
/*
The 4xGLSoft shader
Copyright (C) 2005 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
uniform sampler2D OGL2Texture;
void main()
{
vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz;
vec3 s00 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz;
vec3 s20 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz;
vec3 s22 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz;
vec3 s02 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz;
vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz;
vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz;
vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[5].zw).xyz;
vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[6].zw).xyz;
vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz;
vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz;
vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[3].zw).xyz;
vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[4].zw).xyz;
vec3 dt = vec3(1.0, 1.0, 1.0);
float d1 = dot(abs(c00 - c22), dt) + 0.001;
float d2 = dot(abs(c20 - c02), dt) + 0.001;
float hl = dot(abs(c01 - c21), dt) + 0.001;
float vl = dot(abs(c10 - c12), dt) + 0.001;
float m1 = dot(abs(s00 - s22), dt) + 0.001;
float m2 = dot(abs(s02 - s20), dt) + 0.001;
vec3 t1 = (hl * (c10 + c12) + vl * (c01 + c21) + (hl + vl) * c11) / (3.0 * (hl + vl));
vec3 t2 = (d1 * (c20 + c02) + d2 * (c00 + c22) + (d1 + d2) * c11) / (3.0 * (d1 + d2));
gl_FragColor.xyz = 0.25 * (t1 + t2 + (m2 * (s00 + s22) + m1 * (s02 + s20)) / (m1 + m2));
}
/*
Copyright (C) 2005 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
void main()
{
float x = (OGL2Size.x / 1920.0) * OGL2Param.x;
float y = (OGL2Size.y / 1080.0) * OGL2Param.y;
vec2 dg1 = vec2(x, y);
vec2 dg2 = vec2(-x, y);
vec2 sd1 = dg1 * 0.5;
vec2 sd2 = dg2 * 0.5;
vec2 ddx = vec2(x, 0.0);
vec2 ddy = vec2(0.0, y);
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - sd1;
gl_TexCoord[2].xy = gl_TexCoord[0].xy - sd2;
gl_TexCoord[3].xy = gl_TexCoord[0].xy + sd1;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + sd2;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[5].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[6].zw = gl_TexCoord[0].xy + dg2;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - ddy;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + ddx;
gl_TexCoord[3].zw = gl_TexCoord[0].xy + ddy;
gl_TexCoord[4].zw = gl_TexCoord[0].xy - ddx;
}
Параметр float x/y ставим в соответствии с выводимыми в окно, либо fullscreen настройками рендера. OGL2 [2.9] Texture Filtering => 0 или 3/4, Hi-Res Textures => 2, Use pixel shader for PSX texture window emulation => 0, Screen Filtering => 0, MDEC Filter => 0. + OGL2 Tweak [2.4] xBRZScale => 0.
Ранее перебрал практически все имеющиеся в природе шейдеры для адекватного (безболезненного, на мой взгляд метода) постобработки картинки. Мой выбор пал на вышеупомянутый алгоритм... Перед этим, часто предпочтение отдавал Lanczos`у. Это всё очень субъективно, потому лучше, всё таки, самому выбрать подходящий вариант из имеющихся в сети сборок, например, от Superco, Guest`а, Emu-France.