Pumpkin Lord
It was pretty impressive to playtest the mod in beta stages too. Mind blown.
No.Odelaly said:I'd like my shader to be ignored by the HDR Pass, is this possible?
The weapon blurring is hardcoded and can only be prevented by using the item flag "itp_no_blur", so check your item code.Odelaly said:I don't understand how the Motion Blur effect goes from the shader to a material and then to the object, whatever flag I use (as in, the same as a native sword for example), or vertex shader, it does not seem to affect my object, am I missing something (hardcoded)?
_Sebastian_ said:@Tama
You need the shader files ofc;
http://download2.taleworlds.com/mb_warband_shaders.zip
#ifdef UI_SHADERS
PS_OUTPUT ps_font_uniform_color(VS_OUTPUT_FONT In)
{
PS_OUTPUT Output;
Output.RGBColor = float4(1,1,1,1);
Output.RGBColor.a *= tex2D(FontTextureSampler, In.Tex0).a;
return Output;
}
PS_OUTPUT ps_font_background(VS_OUTPUT_FONT In)
{
PS_OUTPUT Output;
Output.RGBColor = float4(0,0,0,1);
Output.RGBColor.a *= tex2D(FontTextureSampler, In.Tex0).a;
return Output;
}
PS_OUTPUT ps_font_outline(VS_OUTPUT_FONT In)
{
PS_OUTPUT Output;
Output.RGBColor = float4(0,0,0,1);
Output.RGBColor.a *= tex2D(FontTextureSampler, In.Tex0).a;
return Output;
}
Ahm, this should be doable by just using presentations.Efe Karacar said:So, I am trying to achieve this effect with using shaders.