Hi @all
Ich versuche den grass shader von wiki zum laufen zu bringen. Ich weiss das es probleme mit der directX version gibt. Meîne Frage ist, auf was muss ich achten wenn ich diesen script für dx9c/6.3 portieren will?
Egal was ich versuche ich bekomm immer folgende fehlermeldung:

Kann mir jemmand sagen was genau diese fehlermeldung bedeutet?
hier noch mein script:
Code:
bind <grass.fx>;
bmap grass = <grass02.tga>;
function makemips
{
bmap_to_mipmap(mtl.Skin1);
}
material mat_grass
{
Skin1 = grass;
event = makemips;
}
Action grass_wave
{
effect_load(mat_grass, "grass.fx");
wait(1);
my.material = mat_grass;
}
fx code:
Code:
texture entSkin1;
matrix matWorldViewProj;
matrix matWorldView;
vector vecFog;
vector vecTime;
technique grass
{
pass p0
{
texture[0]=<entSkin1>;
zWriteEnable=true;
alphaTestEnable=true;
cullMode=none;
vertexShaderConstant[0]=<matWorldViewProj>;
vertexShaderConstant[8]=<matWorldView>;
vertexShaderConstant[16]=<vecFog>;
vertexShaderConstant[32]=<vecTime>;
vertexShaderConstant[33]=(0.0f,0.5f,1.0f,2.0f); // common constants
vertexShaderConstant[34]=(-0.16161616f,0.0083333f,-0.00019841f,0.000002755731f);// (-1/3!,1/5!,-1/7!,1/9!)
vertexShaderConstant[35]=(4.0f,1.57079632f,3.14159265f,6.28318530f); // (4.0,pi/2,pi,pi*2)
vertexShaderConstant[36]=(1.07f,0.0f,0.0f,0.0f); // fixup factor
vertexShaderConstant[40]=(2.5f,1.0f,0.5f,0.1f); // wave distort x
vertexShaderConstant[41]=(5.0f,0.5f,0.25f,0.1f); // wave distort y
vertexShaderConstant[42]=(-1.0f,-0.01f,-0.04f,-0.01f); // wave distort z
vertexShaderConstant[43]=(-0.1f,-0.2f,0.1f,0.05f); // wave dir x
vertexShaderConstant[44]=(-0.005f,-0.01f,-0.005f,-0.0025f); // wave dir y
vertexShaderConstant[45]=(0.02f,0.04f,0.05f,0.1f); // wave speed
vertexShaderConstant[46]=(0.35f,0.1f,0.1f,0.04f); // lighting wave scale
vertexShaderConstant[47]=(0.6f,0.8f,0.3f,0.0f); // lighting scale bias
vertexShader=
decl
{
stream 0;
float v0[3]; //position
float v3[3]; //normal
float v7[2]; //uv
}
asm
{
vs.1.1
mov r1.w,c16.w // r1.w=1
dp4 r0,v0,c10 // distance to camera position (v0 is the position without sinusodial warping!)
add r0,r0,-c16.x // distance-fog_start
mad r0.x,-r0.x,c16.z,r1.w // 1-(distance-fog_start)*(1/(fog_end-fog_start))
max oFog.x,r0.x,c33.x // clamp with custom max value
mul r0,c43,v0.x // use vertex pos x as inputs to sinusoidal warp
mad r0,c44,v0.y,r0 // use vertex pos y as inputs to sinusoidal warp
mov r1,c32.w // get current time
mad r0,r1,c45,r0 // add scaled time
frc r0.xy,r0 // take fraction of all 4 components
frc r1.xy,r0.zwzw
mov r0.zw,r1.xyxy
mul r0,r0,c36.x // multiply by fixup factor (due to inaccuracy of taylor series)
sub r0,r0,c33.y // subtract 0.5
mul r1,r0,c35.w // range -pi to pi
mul r2,r1,r1 // wave_vec^2
mul r3,r2,r1 // wave_vec^3
mul r5,r3,r2 // wave_vec^5
mul r7,r5,r2 // wave_vec^7
mul r9,r7,r2 // wave_vec^9
mad r0,r3,c34.x,r1 // wave_vec-(wave_vec^3)/3!
mad r0,r5,c34.y,r0 // +(wave_vec^5)/5!
mad r0,r7,c34.z,r0 // -(wave_vec^7)/7!
mad r0,r9,c34.w,r0 // +(wave_vec^9)/9!
dp4 r3.x,r0,c40
dp4 r3.y,r0,c41
dp4 r3.zw,r0,c42
sub r4,c33.z,v7.y // attenuate sinusoidal warping by (1-uv.y)^2
mul r4,r4,r4
mul r3,r3,r4
mov r2.w,v0
add r2.xyz,r3,v0 // add sinusoidal warping to grass position
m4x4 oPos,r2,c0 // transform position to clip space
dp4 r1.x,r0,c46 // scale and add sin waves together
mad oD0,c47.xzxz,-r1.x,c47.y // scale and bias color values (green is scaled more than red and blue)
mov oT0.xy,v7.xy // output uvs
};
pixelShader=
asm
{
ps.1.3
def c0,1,1,1,1
def c1,0,0,0,0
tex t0 // sample t0
mov r0,t0
cnd r0.a,r0.a,c0,c1 // if(r0.a>0.5){r0.a=1;}else{r0.a=0;}
mul_x2 r0.rgb,r0,v0 // modulate with lighting
};
}
}
Bin für jeden Tipp dankbar
cheers