10-15-13, 02:29 PM
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#80
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Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Quote:
Originally Posted by Seeadler
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.
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Seeadler,
And about shadows, any hope?
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