I don't want to do it via texture itself.
So I'll look in these solutions... Cubic filter seems something good...
Started playing with Timer to emulate Lenz flashes
Experimental Sunsprite Shaders
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Re: Experimental Sunsprite Shaders
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Re: Experimental Sunsprite Shaders
Boris
I need to be able to sample 2 .tga at the same time .....
Say yes.........
I need to be able to sample 2 .tga at the same time .....
Say yes.........
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Re: Experimental Sunsprite Shaders
Would be way easier if you could load additional images simply via shader.
EDIT: or modify image to have 2 flares and tell the shader via texcoord modification that it has to use only the left half of the screen and for the other texture the right half. Something like
float2 Flare1coords = IN.txcoord.xy;
Flare1coords.x *= 0.5; //to use only half of horizontal texture size
float4 Flare1Tex = tex2D(SamplerColor, Flare1coords);
----
float2 Flare2coords = IN.txcoord.xy;
Flare2coords.x *= 0.5;//to use only half of horizontal texture size
Flare2coords.x += 0.5; //to move it to right half of texture
float4 Flare2Tex = tex2D(SamplerColor, Flare2coords);
Flare1Tex would use left half of the texture and Flare2Tex the right half. Dunno 100% if this works but give it a try.
EDIT: or modify image to have 2 flares and tell the shader via texcoord modification that it has to use only the left half of the screen and for the other texture the right half. Something like
float2 Flare1coords = IN.txcoord.xy;
Flare1coords.x *= 0.5; //to use only half of horizontal texture size
float4 Flare1Tex = tex2D(SamplerColor, Flare1coords);
----
float2 Flare2coords = IN.txcoord.xy;
Flare2coords.x *= 0.5;//to use only half of horizontal texture size
Flare2coords.x += 0.5; //to move it to right half of texture
float4 Flare2Tex = tex2D(SamplerColor, Flare2coords);
Flare1Tex would use left half of the texture and Flare2Tex the right half. Dunno 100% if this works but give it a try.
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Re: Experimental Sunsprite Shaders
Said many times that single image cover all needs, simply make it from two. I don't see any reason to change enbsprite.fx standart.
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Re: Experimental Sunsprite Shaders
So does my method work or not?ENBSeries wrote:Said many times that single image cover all needs, simply make it from two. I don't see any reason to change enbsprite.fx standart.
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Re: Experimental Sunsprite Shaders
Marty McFly
Images can't be loaded in shader, because such functionality is not supported by hlsl standart and implemented as extentions to some software (SAS in DXSDK f.e.). UV texture offset of course what i'm talking about and it's the best solution, but better to make generic function to index part of image for simplicity, kind of this function call:
float2 GetUVFromAtlas(float textureindex, float2 uvsrc)
Images can't be loaded in shader, because such functionality is not supported by hlsl standart and implemented as extentions to some software (SAS in DXSDK f.e.). UV texture offset of course what i'm talking about and it's the best solution, but better to make generic function to index part of image for simplicity, kind of this function call:
float2 GetUVFromAtlas(float textureindex, float2 uvsrc)
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Re: Experimental Sunsprite Shaders
Sure offsets is the more obvious.
Well, will try first. Maybe you're right and it's the best way to proceed.
Coffeee now...
Well, will try first. Maybe you're right and it's the best way to proceed.
Coffeee now...
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Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop