@Raven
"sorry neo... i'm just getting sick and tired of everyone pulling apart my posts recently, specifically conserning the graphics cards."
Its alright. We all get a little stressed sometimes.
"the GF3 is capable of PS1.3 the GF4(ti) is capable of PS1.4
your welcome to ask anyone to check thier GF3 card if you don't believe me."
I'm debating with myself whether I should argue with you on this or not. I have a Geforce 4 ti 4200 and I know for a fact that it doesn't support PS 1.4. I don't, however, have or ever had, a Geforce 3. So I think I'll take your advice and post here asking if anyone could use PS 1.3 on Geforce 3 hardware.
To make it easy, I'll include a shader and some source code for everyone to test. So here is the shader:
struct PSOUT
{
float4 colorOf : COLOR;
};
PSOUT main(float4 colorOf : COLOR)
{
PSOUT Out;
//basically I just turned the object green.
colorOf = float4(0,255,0,0);
Out.colorOf = colorOf;
return Out;
}
technique TVertexAndPixelShader
{
pass P0
{
PixelShader = compile ps_1_3 main();
//PixelShader = compile ps_1_1 main();
}
}
Instructions:
Copy and paste this into Notepad and save it as "testShader". It doesn't matter if you rename it to .fx or leave it as .txt so don't worry about it. Next, copy the following code in the source button and paste it into DBPro. Make sure you have the correct path set to
the shader in question else it won't work. If your hardware isn't capable of PS 1.3 you should see a gray sphere. Just to show that it isn't a problem with my code, comment out the line that says "PixelShader = compile ps_1_3 main();" and uncomment the line underneath it(basically the only change that has been made is that the shader is now being compiled to the 1.1 spec and not the 1.3 spec). After you have made that change
save and try the code again. You should see a green sphere.
"that said it doesn't matter as no one uses 1.3 over 1.1 anyways because it is
nvidia only. "
I don't have a Radeon so if any users would like to test my code(and it should run first time for them because the first Radeon card that was capable of shaders was the 8500 which came out six months later than the Geforce 3 so it supports PS 1.1, 1.2, 1.3, and 1.4 last time I checked) feel free. Though I will credit you with with one thing, you are right that nobody uses 1.3. I've yet to see an example where it was used instead of 1.1.
"that said if you use a DarkBASIC-FX (HLSL .FX) then really the specifications matter less unless your actually using ASM within it."
Ok.
"there is a good example of Field of Depth within the DirectX SDK, and actually you could extremely easily adapt the 2.0 Seven Lookups to create a very nice motion blur if you cap the FPS
Get the shader to take every 5th frame from each second (60fps cap)
would turn out nicely. "
I know, but thanks for the info anyway. I'll look into trying to get that to work with DBPro later on when I have the time.
"Glow Effects & Accentuation is also a very simple effect to achieve.
For glow use the texture alpha - For accentuation your using a greyscale multiplication of the texture & diffuse colour, Blur Horizontal, Blur Vertical ... et voila a nice soft Accentuation/Glow."
There is a Glow shader in the DX9 SDK that is next on my list of shaders that I want to get working in DBPro. If I ever get it ported then I'll probably post it here for every one to use.