Here's a google drive link to the "final" version of the palette swap shader that I wrote for CTF 2.5. Let me know if you have any trouble with it and I'll get right to fixing it asap.
https://drive.google.com/file/d/1Ol0...ew?usp=sharing
Here's a google drive link to the "final" version of the palette swap shader that I wrote for CTF 2.5. Let me know if you have any trouble with it and I'll get right to fixing it asap.
https://drive.google.com/file/d/1Ol0...ew?usp=sharing
I don't see any problems with it. You worked hard on it. I like how you code these conditions. I like it.
Thanks so much for this, it looks awesome.
Nice shader, although I've seen a lot of these through years for Fusion...
Switching the palette the way you do is similar to one I'm working on for a while with my Spritesheet shader.
I have at least 5 palette shaders, some are use images for palettes, some uses color parameters to replace specific colors, try picking a color that is close enough on the palette, uses a simple gradient, LUTs, etc
Still seems pretty compact, good work!
I can port to DX11 if anyone is interested.
Yes. That would be great if you ported this to DX11.
Marv
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm
can someone make a port to DX11 please ?
After a few stupid errors I've managed to port it.
Palette_Swaper.zip
Thanks a lot![]()
Hey just to clarify for myself, shaders only work for the Windows exporter right? Becuase they use DX?
Yes, Fusion's shaders are DirectX shaders, programmed in HLSL.
There's no universal shader language... OpenGL should be the most compatible graphical API, but currently not compatible with modern MacOS, iOS, Xbox...
You can find certain new extensions that can use GLSL (OpenGL) shaders on Android, but there are many issues, like the lack of alpha channel or being limited to apply to the entire background/screen.