Barnes
1965 постов
Карма: 153
#11 03 мая 2013 в 07:39
1 update shaders<br />2 remove shaders cache (glslbin folder)
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
1965 постов
Карма: 153
#12 03 мая 2013 в 07:58
relight for base1 (place in to maps folder)<br />http://yadi.sk/d/AOlNOtni4X-oI
Какой богатый внутренний мир! Дай-ка посмотрю.....
AluminumHaste
16 постов
Карма: 7
#13 03 мая 2013 в 18:33
Okay I&#039;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 &#039;maps&#039; 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 />&nbsp; [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 />&nbsp; 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 />&nbsp; Found 1 binary formats<br />&nbsp; Binary Format is 36894<br /><br />&nbsp; GLSL Version:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 4.20<br />&nbsp; maxFragmentUniformComponents:&nbsp; 1024<br />&nbsp; maxVertexUniformComponents:&nbsp; &nbsp; 1024<br />&nbsp; maxVertexAttribs:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 29<br />&nbsp; maxVaryingFloats:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 128<br />&nbsp; maxVertexTextureImageUnits:&nbsp; &nbsp; 32<br />&nbsp; maxTextureImageUnits:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 32<br />&nbsp; maxCombinedTextureImageUnits:&nbsp; 32<br />&nbsp; maxFragmentUniformComponents:&nbsp; 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.
AluminumHaste
16 постов
Карма: 7
#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.
AluminumHaste
16 постов
Карма: 7
#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 &#039;gamma&#039;: 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.&nbsp; No code generated<br /><br /><br />-----------<br />Failed!<br />Programs loading time = 0.7260 sec<br />
Barnes
1965 постов
Карма: 153
#16 04 мая 2013 в 05:25
[quote author=AluminumHaste link=topic=840.msg18489#msg18489 date=1367606016]Okay I&#039;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
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
1965 постов
Карма: 153
#17 04 мая 2013 в 05:31
and.. remove your game config
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
1965 постов
Карма: 153
#18 04 мая 2013 в 12:24
просто для привлечения внимания<br /><br />&nbsp;
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
1965 постов
Карма: 153
#19 04 мая 2013 в 12:54
[quote author=AluminumHaste link=topic=840.msg18491#msg18491 date=1367607454]Load gammaramp program program &#039;gamma&#039;: error(s) in fragment shader:[/quote]<br />fucking radeons!!!!!!
Какой богатый внутренний мир! Дай-ка посмотрю.....
Barnes
1965 постов
Карма: 153
#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 />&nbsp; // Increase or decrease theese values to adjust r, g and b color channels seperately<br />&nbsp; const float AvgLumR = 0.5;<br />&nbsp; const float AvgLumG = 0.5;<br />&nbsp; const float AvgLumB = 0.5;<br />&nbsp; <br />&nbsp; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);<br />&nbsp; <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 />
Какой богатый внутренний мир! Дай-ка посмотрю.....