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Thread: Issue: Looki's Background Offset Shader

  1. #1
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    casleziro's Avatar
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    Question Issue: Looki's Background Offset Shader

    Hello,

    upon trying to use Looki's Background Offset shader to distort my game background for an "underwater" type effect (like in Nifflas's 'The Great Work') I came across a really big problem:
    Click image for larger version. 

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    it seems to distort my water overlay horribly, making everything behind it blurry regardless of what type of overlay design I use (including different colors).

    Here's an image from Nifflas' Game:
    Click image for larger version. 

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    now compare that to this image from the same area, only built in my version of mmf2 and using the exact same overlay/settings:
    Click image for larger version. 

Name:	gwbad.jpg 
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    any help would be appreciated. I'm pretty sure that it is only something as simple as me having an outdated version, since I got it secondhand.

    here's the code for the shader in case it sets off any flags:
    Code:
    <effect>
    <name>Background Offset</name>
    <description>Offsets the background using the object's texture (Red for X, Green for Y).</description>
    <author>Looki</author>
    <BackgroundTexture>1</BackgroundTexture>
    <parameter>
    <name>Width</name>
    <variable>width</variable>
    <type>float</type>
    <value>10</value>
    <description>Width of the shift in pixels.</description>
    </parameter>
    <parameter>
    <name>Height</name>
    <variable>height</variable>
    <type>float</type>
    <value>10</value>
    <description>Height of the shift in pixels.</description>
    </parameter>
    </effect>
    Code:
    sampler2D img;
    sampler2D bg : register(s1);
    float width,height,fPixelWidth,fPixelHeight;
    
    float4 ps_main(in float2 In : TEXCOORD0) : COLOR0
    {
    	float4 shift = tex2D(img,In);
    	float2 off = float2(width*fPixelWidth,height*fPixelHeight);
    	off.x *= 2*(shift.r-0.5);
    	off.y *= 2*(shift.g-0.5);
    	float4 o = tex2D(bg,In+off);
    	o += tex2D(bg,In+off+float2(fPixelWidth*0.5,0));
    	o += tex2D(bg,In+off+float2(fPixelWidth*-0.5,0));
    	o += tex2D(bg,In+off+float2(0,fPixelHeight*0.5));
    	o += tex2D(bg,In+off+float2(0,fPixelHeight*-0.5));
    	o /= 5;
    	return o;
    }
    
    technique tech_main { pass P0 { PixelShader  = compile ps_2_0 ps_main(); }}
    EDIT: also messes up the waterfalls that use the same effect
    EDIT 2: ignore this image
    Attached thumbnails Attached thumbnails Click image for larger version. 

Name:	gwfalls.jpg‎ 
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ID:	11960  

  2. #2
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    casleziro's Avatar
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    These support forums sure are supportive. I'll keep this in mind.

  3. #3
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    It's been 4 months.

    I didn't even get aknowledged. I had to actively seek someone out via PM to get any feedback, but this issue still hasn't been resolved, and I still have had no other contact. It would have been nice to have someone at least tell me that there is nothing to be done.

  4. #4
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    Banduck's Avatar
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    maybe no one knows the reason.

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    +1 for this, some of the Photoshop-style shaders distort or go black. It would be a shame to lose these nice shaders.

  6. #6
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    I was expecting Looki to look into it. He told me he would in a few days since i messaged him, but that was a long time ago. I posted the topic again here hoping that somebody else would have any knowledge on the matter.

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