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Thread: [Request] Tile normal map DX11

  1. #1
    Clicker Multimedia Fusion 2 Developer
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    [Request] Tile normal map DX11

    Could someone please convert TileNormalMap shader to DX11 ?
    Thanks!

  2. #2
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleFirefly 3D ModuleInstall Creator Pro
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    NaitorStudios's Avatar
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    Here
    This one wasn't so hard, just time consuming.
    Attached files Attached files

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    Clicker Multimedia Fusion 2 Developer
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    Still you managed to do it in record time! Thanks a lot!

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    Can help upgrade colorpicker package to Dx11, thank you first

    Can help upgrade colorpicker package to Dx11, thank you firstColorPicker.zip

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    That's quite a lot, but sure, I'll do it tomorrow.

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    thank you thank you

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    @wuxuechen here's the thing, after a lot of pain with the ColorWheel, I got it all working.
    BUT, ColorWheel simply refused to work correctly on DX11 premultiplied mode, so I had to make a innacurate workaround for giving it the donut shape.
    I really hope someone can figure this out cause I've tried a lot of things and alpha won't work because it's outside the 0.0 to 1.0 range.
    In general, it's usable, but I wouldn't mess too much with ColorWheel parameters on Premultiplied DX11...
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    I don't see how the alpha component can be outside the range 0-1. I reckon there's something else going on, but I don't know what... I'll have a look later, but I'm about to go out right now.

    A couple of thoughts which probably won't help:

    * You define a "Demultiply" function that you don't ever call. Is that just left over from an experiment that didn't work?

    * With this particular shader, there's no need to worry about Tint, is there? I can't picture a situation where changing the tint or alpha wouldn't defeat the purpose of a colour wheel.

    * I think your version is fine, so it's probably best to change the other versions to match.

    * The edge parameter was really just a quick and dirty hack to make it look a bit nicer, and it needed to be changeable depending on he size of the colour wheel. If I were remaking the shader now, I'd probably make use of pixelWidth and pixelHeight to hardcode the edge value.

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    1- Was a left over, I've tried using it somehow but didn't helped, yeah, in fact, multiplying rgb by alpha seems to fix the alpha but messes up the colors.

    2- Just a habit, but doesn't make any difference, I've tested.

    3 & 4- Well, if you think so... I could update both to match, seems smoother anyway

    But in all cases, I really think there's something off with alpha... I mean, it only breaks once premultiplied is turned on, it shows some remains of alpha but not the same as when you output it as RGB.

  10. #10
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    Well, I've updated all to match, but I'm not sure if I used fPixelWidth and fPixelHeight correctly here...
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