Mangaclub
Hmm. this was my WIP lens fx. Quite unoptimized then, especially maths wise.
None of my shaders was GUI dedicated, since I was still twisting the codes.
I'll look at it asap, just seeing you only ported some of the enable/disable functions only to GUI....
TES Skyrim 0.250
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.250
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Re: TES Skyrim 0.250
@mangaclub
if shader window doesnt show the file, it didnt load... must be error in the file itself... forgotten ; or ) or similar.
I think you moved the defines to a bool... Anyway, its syntax related error
"#define ABC 1" is not the same as "bool ABC = true;"
See your if statements below, like on row 945.
Edit. See if replacing if statement on row 945 and others you replaced to bool statement to this format works..
Just make sure you keep in mind #ifdef, #if, #ifndef are different things. And when changing things in fx files, change one thing at a time so makes it easy for you to see when error occurs. Especially in big files with many variables.
... I'm still not really sure why so many files are using #define. Much easier to just use bool, int or float. But maybe that's just me.
if shader window doesnt show the file, it didnt load... must be error in the file itself... forgotten ; or ) or similar.
I think you moved the defines to a bool... Anyway, its syntax related error
"#define ABC 1" is not the same as "bool ABC = true;"
See your if statements below, like on row 945.
Edit. See if replacing if statement on row 945 and others you replaced to bool statement to this format works..
Code: Select all
if (gui_value=true)
{
Code here
}
else
{
Code here
}
... I'm still not really sure why so many files are using #define. Much easier to just use bool, int or float. But maybe that's just me.
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Re: TES Skyrim 0.250
yes i actually reworking all effects. Also in order to upgrade all .fx files
followed basicly this guide: http://enbdev.com/enbseries/forum/viewt ... fe3#p32747
frowm JawZ where he stated:
---
And here is the Enable command for example instead of #define COMMAND you attach this to the command instead.
bool2 ExampleBoolean <
string UIName = "SampleTwoBoolean";
> = {true, false};
---
i guess the 2 is a typo.
But yes ill have to look into it, thanks guys!
followed basicly this guide: http://enbdev.com/enbseries/forum/viewt ... fe3#p32747
frowm JawZ where he stated:
---
And here is the Enable command for example instead of #define COMMAND you attach this to the command instead.
bool2 ExampleBoolean <
string UIName = "SampleTwoBoolean";
> = {true, false};
---
i guess the 2 is a typo.
But yes ill have to look into it, thanks guys!
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Re: TES Skyrim 0.250
no, bool2 {true,false} is not a typo. but bool2 is different... it has 2 bool values.
that many #define in a file doesn't make your life easy. But you can also replace the "1" or whatever value behind the define to a variable which can easily be controlled from GUI...
this_variable set in the GUI to whatever value 0, 1, 2, 3, etc. Just make sure UIStep is 1 or use "int this_variable", so you don't get values like 1.000000001 by turning the dial.
#define BLABLA_QUALITY (this_variable)
But removing the defines and replacing by bool to turn on/off the separate effects is better solution for GUI integration. But more work. Need to create separate controls to enable the effect and to set the desired value which would be set behind the #define in that lenz fx file... first check if effect can be disabled (see if #ifndef exists on it, and what it does).
All in all that file is not very GUI integration friendly, as Oyama said its a WIP file...
Code: Select all
bool4 a = {true, false, false, true};
//Is the same as
bool4 a;
a.x = true;
a.y = false;
a.z = false;
a.w = true;
this_variable set in the GUI to whatever value 0, 1, 2, 3, etc. Just make sure UIStep is 1 or use "int this_variable", so you don't get values like 1.000000001 by turning the dial.
#define BLABLA_QUALITY (this_variable)
But removing the defines and replacing by bool to turn on/off the separate effects is better solution for GUI integration. But more work. Need to create separate controls to enable the effect and to set the desired value which would be set behind the #define in that lenz fx file... first check if effect can be disabled (see if #ifndef exists on it, and what it does).
All in all that file is not very GUI integration friendly, as Oyama said its a WIP file...
Last edited by prod80 on 06 Feb 2014, 16:09, edited 1 time in total.
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Re: TES Skyrim 0.250
Mangaclub
NVIdia FXComposer show redefinition warnings (which are errors actually) and that one variable is missing, but it's not, so i think the issue in #define dublicates for same names.
NVIdia FXComposer show redefinition warnings (which are errors actually) and that one variable is missing, but it's not, so i think the issue in #define dublicates for same names.
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Re: TES Skyrim 0.250
thanks everone!
Your comments where really helpfull and saved some hairs of mine!
Your comments where really helpfull and saved some hairs of mine!
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Re: TES Skyrim 0.250
Version updated, download again
Fixed bug with "inversed" mist anchors. Sorry, i forgot to remove some test code and it was used by default.
Fixed bug with "inversed" mist anchors. Sorry, i forgot to remove some test code and it was used by default.
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Re: TES Skyrim 0.250
You said itprod80 wrote: All in all that file is not very GUI integration friendly, as Oyama said its a WIP file...
WIP they'll always be, that goes with experiments
Boris
Duplicated defines and redundancy are two of my numerous achille's heels, I'm a centipede
MangaClub
My shaders are temperamental, they work only in my presets after performing the Black Sacrament twice
No, seriously, I'll optimize that one. I was in a hurry testing things, and I said to hell with optimizations and correct maths, so I have to.
Right now I finished with other shaders, but still not with that one.
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Re: TES Skyrim 0.250
@Oyama
Lucky you i am a excorcist!
But really you should have a look at the Anamflare code
Lucky you i am a excorcist!
But really you should have a look at the Anamflare code
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Re: TES Skyrim 0.250
Oyama
Tell me about it, I just wrote 1000+ lines of enbeffect.fx with stuff one hardly needs but just generally looks good I'm sure you'd love it soft light contrast bloom effects, split toning, in game color checker which runs in the PS, advanced tone mapping, other luminance tonemapping, conversion to HCY color space on some effects to get what I need, and god knows what.
Tell me about it, I just wrote 1000+ lines of enbeffect.fx with stuff one hardly needs but just generally looks good I'm sure you'd love it soft light contrast bloom effects, split toning, in game color checker which runs in the PS, advanced tone mapping, other luminance tonemapping, conversion to HCY color space on some effects to get what I need, and god knows what.