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Barnes
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1 update shaders
2 remove shaders cache (glslbin folder)
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
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1871 posts
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relight for base1 (place in to maps folder)
http://yadi.sk/d/AOlNOtni4X-oI
Какой богатый внутренний мир! Дай-ка посмотрю.....
AluminumHaste
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Okay I'm not sure where to put that xplit file. Do I put it in the maps folder in the q2xp0.pkx archive? Do I create a folder called 'maps' in the baseq2 folder and put it there?

I dumped the console to text file and it shows this:


=====================================
Checking Basic Quake II XP Extensions
=====================================

...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_texture_filter_anisotropic
[16 max] [16 selected]
...ignoring GL_ARB_texture_compression
...using GL_EXT_draw_range_elements
...using GL_EXT_stencil_two_side
...using GL_ARB_occlusion_query
Found 32 occlusion query bits
...using GL_ARB_occlusion_query2
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_rectangle
...using GL_ARB_vertex_buffer_object
...using GL_conditional_render
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader
...using GL_ARB_get_program_binary
Found 1 binary formats
Binary Format is 36894

GLSL Version: 4.20
maxFragmentUniformComponents: 1024
maxVertexUniformComponents: 1024
maxVertexAttribs: 29
maxVaryingFloats: 128
maxVertexTextureImageUnits: 32
maxTextureImageUnits: 32
maxCombinedTextureImageUnits: 32
maxFragmentUniformComponents: 1024

Initializing programs...

Load null program Failed!
Load ambient world program Failed!
Load light world program Failed!
Load ambient model program succeeded
Load light model program succeeded
Load gauss blur program succeeded
Load radial blur program succeeded
Load dof blur program succeeded
Load bloom program succeeded
Load refraction program succeeded
Load thermal vision program succeeded
Load water program succeeded
Load particles program succeeded
Load shadow program succeeded
Load generic program succeeded
Load cinematic program succeeded
Load load screen program succeeded
Load fxaa program succeeded
Load film grain program succeeded
Load gammaramp program Failed!
Programs loading time = 0.1050 sec


I checked out the glsl folder from svn, there are vp and fp etc files in there, are those the shaders? Do I need to compile them in some way or where do I put them?

Sorry for all the questions.
AluminumHaste
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Okay I added the svn version of glsl to the q2xp0.pkx archive, replacing the glsl folder that was in there. Deleted the glslbin folder, but still having same issue.
AluminumHaste
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16 posts
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Okay getting somewhere, I updated the q2xp0.pkx archive with the new glsl folder. Now console shows this:


Initializing programs...

Load null program succeeded
Load ambient world program succeeded
Load light world program succeeded
Load ambient model program succeeded
Load light model program succeeded
Load gauss blur program succeeded
Load radial blur program succeeded
Load dof blur program succeeded
Load bloom program succeeded
Load refraction program succeeded
Load thermal vision program succeeded
Load water program succeeded
Load particles program succeeded
Load shadow program succeeded
Load generic program succeeded
Load cinematic program succeeded
Load load screen program succeeded
Load fxaa program succeeded
Load film grain program succeeded
Load gammaramp program program 'gamma': error(s) in fragment shader:
-----------
Fragment shader failed to compile with the following errors:
WARNING: 1:29: warning(#402) Implicit truncation of vector from size: 4 to
size: 3
ERROR: 1:30: error(#202) No matching overloaded function found: pow
WARNING: 1:30: warning(#402) Implicit truncation of vector from size: 1 to
size: 4
ERROR: error(#273) 1 compilation errors. No code generated


-----------
Failed!
Programs loading time = 0.7260 sec
Barnes
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1871 posts
Karma 150
[quote author=AluminumHaste link=topic=840.msg18489#msg18489 date=1367606016]Okay I'm not sure where to put that xplit file. Do I put it in the maps folder in the q2xp0.pkx archive?[/quote]
in to baseq2/maps
[quote author=AluminumHaste link=topic=840.msg18489#msg18489 date=1367606016]I dumped the console to text file and it shows this:[/quote]
You removed glsl folder from q2xp0.pkx? Remove or rename it) Also remove glslbin folder. Place new glsl folder in to baseq2.
UPSS!!
http://yadi.sk/d/H1jxJDJr4Y6uf
light filters
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
Offline
1871 posts
Karma 150
and.. remove your game config
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
Offline
1871 posts
Karma 150
просто для привлечения внимания

Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
Offline
1871 posts
Karma 150
[quote author=AluminumHaste link=topic=840.msg18491#msg18491 date=1367607454]Load gammaramp program program 'gamma': error(s) in fragment shader:[/quote]
fucking radeons!!!!!!
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
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1871 posts
Karma 150
fixed
uniform sampler2DRect u_ScreenTex;

uniform float u_gamma;
uniform float u_brightnes;
uniform float u_contrast;
uniform float u_saturation;

vec3 BrightnesContrastSaturation(vec3 color, float brt, float con, float sat)
{
// Increase or decrease theese values to adjust r, g and b color channels seperately
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;

const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);

vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 brtColor = color * brt;
vec3 intensity = vec3(dot(brtColor, LumCoeff));
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(AvgLumin, satColor, con);
return conColor;
}


void main(void)
{
vec3 color = texture2DRect(u_ScreenTex, gl_FragCoord.xy).rgb;
color = BrightnesContrastSaturation(color, u_brightnes, u_contrast, u_saturation);
gl_FragColor.rgb = pow(color, 1.0 / vec3(u_gamma));
gl_FragColor.a = 1.0;
}
Какой богатый внутренний мир! Дай-ка посмотрю.....