How can I compile a DX11 vertex shaders? Are those implemented?
Converting DX9 shaders to DX11
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Alright I've uploaded the shaders I use in my project. I lost track of which ones were already updated with the DLC and which I converted, so I'm just including all the ones on my list (pretty sure lens/mask were already updated). These should all more or less have the same functionality in DX11 as DX9, but I might caution there might be a few differences like not using interpolated colors (aliased colors instead of blur) and I chopped off some unnecessary parameters from the XML files of a few that didn't use them. I don't know which shaders were made by whom, so all credit to original writers and whatever license they had
I think several of these are shaders I made and never shared, and they probably don't include any documentation, I was just using them ad hocAlso, please back up any of your original .fx / .xml files before using these in case any of them aren't compatible, so you can revert them
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included are;
Complex Software's Underwater Effect
Lens
Nobu's Texture Overlay
Background Offset
Background Offset + Ripple / Fade
PT_RotateNoFade
Reflection Filter
Simple Mask
Squeeze / Rotate
Squeeze / Rotate Background Filter
Fade to Black/White
Zoom WaterThis is great, but for some reason, nobu's texture overlay doesn't seem to work properly. the x and y offsets are broken.
is this something anyone can fix or is this an exclusive me issue?? -
apologies for the double post, i had actually had an older version of the effect. got the newer pack and the issue is fixed.
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Hey! I was wondering if someone has the "Gnomonic-Projection" for Direct3D11, I really need it and i cant find it anywhere
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I tried to convert this shader can anyone help please?
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Ebola I'm porting it, to DX11, Android and iOS/Mac
I'll also include a version of it that is a bit more advanced, allows a cone light.
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How wonderful. Thank you very much. That would be verry useful
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Ebola I'm porting it, to DX11, Android and iOS/Mac
I'll also include a version of it that is a bit more advanced, allows a cone light.
Cool !
By the way, any chance for a porting to HTML5 ?
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