#11
03 мая 2013 в 07:39
1 update shaders<br />2 remove shaders cache (glslbin folder)
#12
03 мая 2013 в 07:58
relight for base1 (place in to maps folder)<br />http://yadi.sk/d/AOlNOtni4X-oI
#13
03 мая 2013 в 18:33
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?<br /><br />I dumped the console to text file and it shows this:<br /><br />
<br />=====================================<br />Checking Basic Quake II XP Extensions<br />=====================================<br /><br />...using WGL_EXT_swap_control<br />...using GL_ARB_multitexture<br />...using GL_EXT_texture_filter_anisotropic<br /> [16 max] [16 selected]<br />...ignoring GL_ARB_texture_compression<br />...using GL_EXT_draw_range_elements<br />...using GL_EXT_stencil_two_side<br />...using GL_ARB_occlusion_query<br /> Found 32 occlusion query bits<br />...using GL_ARB_occlusion_query2<br />...using GL_ARB_texture_non_power_of_two<br />...using GL_ARB_texture_rectangle<br />...using GL_ARB_vertex_buffer_object<br />...using GL_conditional_render<br />...using GL_ARB_fragment_shader<br />...using GL_ARB_vertex_shader<br />...using GL_ARB_get_program_binary<br /> Found 1 binary formats<br /> Binary Format is 36894<br /><br /> GLSL Version: 4.20<br /> maxFragmentUniformComponents: 1024<br /> maxVertexUniformComponents: 1024<br /> maxVertexAttribs: 29<br /> maxVaryingFloats: 128<br /> maxVertexTextureImageUnits: 32<br /> maxTextureImageUnits: 32<br /> maxCombinedTextureImageUnits: 32<br /> maxFragmentUniformComponents: 1024<br /><br />Initializing programs...<br /><br />Load null program Failed!<br />Load ambient world program Failed!<br />Load light world program Failed!<br />Load ambient model program succeeded<br />Load light model program succeeded<br />Load gauss blur program succeeded<br />Load radial blur program succeeded<br />Load dof blur program succeeded<br />Load bloom program succeeded<br />Load refraction program succeeded<br />Load thermal vision program succeeded<br />Load water program succeeded<br />Load particles program succeeded<br />Load shadow program succeeded<br />Load generic program succeeded<br />Load cinematic program succeeded<br />Load load screen program succeeded<br />Load fxaa program succeeded<br />Load film grain program succeeded<br />Load gammaramp program Failed!<br />Programs loading time = 0.1050 sec<br />
<br /><br />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?<br /><br />Sorry for all the questions.
#14
03 мая 2013 в 18:43
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.
#15
03 мая 2013 в 18:57
Okay getting somewhere, I updated the q2xp0.pkx archive with the new glsl folder. Now console shows this:<br /><br />
<br />Initializing programs...<br /><br />Load null program succeeded<br />Load ambient world program succeeded<br />Load light world program succeeded<br />Load ambient model program succeeded<br />Load light model program succeeded<br />Load gauss blur program succeeded<br />Load radial blur program succeeded<br />Load dof blur program succeeded<br />Load bloom program succeeded<br />Load refraction program succeeded<br />Load thermal vision program succeeded<br />Load water program succeeded<br />Load particles program succeeded<br />Load shadow program succeeded<br />Load generic program succeeded<br />Load cinematic program succeeded<br />Load load screen program succeeded<br />Load fxaa program succeeded<br />Load film grain program succeeded<br />Load gammaramp program program 'gamma': error(s) in fragment shader:<br />-----------<br />Fragment shader failed to compile with the following errors:<br />WARNING: 1:29: warning(#402) Implicit truncation of vector from size: 4 to<br />size: 3<br />ERROR: 1:30: error(#202) No matching overloaded function found: pow<br />WARNING: 1:30: warning(#402) Implicit truncation of vector from size: 1 to<br />size: 4<br />ERROR: error(#273) 1 compilation errors. No code generated<br /><br /><br />-----------<br />Failed!<br />Programs loading time = 0.7260 sec<br />
#16
04 мая 2013 в 05:25
[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]<br />in to baseq2/maps<br />[quote author=AluminumHaste link=topic=840.msg18489#msg18489 date=1367606016]I dumped the console to text file and it shows this:[/quote]<br />You removed glsl folder from q2xp0.pkx? Remove or rename it) Also remove glslbin folder. Place new glsl folder in to baseq2.<br />UPSS!!<br />http://yadi.sk/d/H1jxJDJr4Y6uf<br />light filters
#18
04 мая 2013 в 12:24
#19
04 мая 2013 в 12:54
[quote author=AluminumHaste link=topic=840.msg18491#msg18491 date=1367607454]Load gammaramp program program 'gamma': error(s) in fragment shader:[/quote]<br />fucking radeons!!!!!!
#20
04 мая 2013 в 13:14
fixed<br />
uniform sampler2DRect u_ScreenTex;<br /><br />uniform float u_gamma;<br />uniform float u_brightnes;<br />uniform float u_contrast;<br />uniform float u_saturation;<br /><br />vec3 BrightnesContrastSaturation(vec3 color, float brt, float con, float sat)<br />{<br /> // Increase or decrease theese values to adjust r, g and b color channels seperately<br /> const float AvgLumR = 0.5;<br /> const float AvgLumG = 0.5;<br /> const float AvgLumB = 0.5;<br /> <br /> const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);<br /> <br /> vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);<br /> vec3 brtColor = color * brt;<br /> vec3 intensity = vec3(dot(brtColor, LumCoeff));<br /> vec3 satColor = mix(intensity, brtColor, sat);<br /> vec3 conColor = mix(AvgLumin, satColor, con);<br /> return conColor;<br />}<br /><br /> <br />void main(void) <br />{<br />vec3 color = texture2DRect(u_ScreenTex, gl_FragCoord.xy).rgb;<br />color = BrightnesContrastSaturation(color, u_brightnes, u_contrast, u_saturation);<br />gl_FragColor.rgb = pow(color, 1.0 / vec3(u_gamma));<br />gl_FragColor.a = 1.0;<br />}<br />