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Old 10-15-13, 02:29 PM   #80
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
Originally Posted by Seeadler View Post
No, my widescreen d3d9.dll decodes at runtime the vertex/pixel shader from memory and writes it as shader assembly code into txt-files. Once these txt-files are available, the SH3 engine uses the shader code from these files and not the hard-coded. At current work status only the shader instructions can be changed by editing the txt-file, no new variables or textures can be passed every (x) frame to the shaders.

the SH3 ocean pixel shader for example:
Code:
    ps_1_1
    tex t0                            
    texbem t1, t0                  
    mad t1, t1, c0.w, c1.w     
    dp3_sat r0, v0_bx2, t0
    lrp r0.xyz, r0.w, c0, c1
    lrp r0.xyz, v0.w, t1, r0
  + mov r0.w, t0.w
// approximately 6 instruction slots used (2 texture, 4 arithmetic)
And yet there is a shader for clouds but only a vertex shader. I assume it is used to calculate the mapping of cloud textures on the 3D cloud dome.
Seeadler,

And about shadows, any hope?
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