SSAO needs texdepth i guess ,but i do not know how to port it , And to make lens distortion and chromatic abberation work in GTA SAIvars wrote:What do I need to change to get lens distortion and chromatic abberation together working in SA?aksine wrote:It's a multipass shaders ,It will work on GTA IV and Skyrim since they support Multipass effect.txtIvars wrote:For what games does this effect work? IV, skyrim or maybe GTA SA?
I can't test it out right now.
but it wont exactly work on GTA SA (as in ,you can only use either vignette blur part or lens distortion and chromatic abberation together or boris's default sharpening-which is included )
I'm beginer with shaders...So that's the main reason why Bokeh dof doesn't really work with SA (There's only motion-blur style effect around)
Another thing, is this SSAO shader multi-pass shader or single pass? http://devlog-martinsh.blogspot.com/search/label/SSAO
Where I can learn more about shaders and where I can find info about making shaders for effect.txt
At the bottom effect.txt replace this portion
Code: Select all
technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_PostProcess2();
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess2
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_PostProcess();
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess3
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessBlur();
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}