It is currently Fri May 31, 2024 6:17 am


kraid wrote:AFAIK, custom shaders cannot be used under Orangebox Engine.
Valve simply didn't add this feature.


dir /x


call "%VS80COMNTOOLS%vsvars32.bat"%BUILD_SHADER% modshaders -game %GAMEDIR% -source %SOURCEDIR% -dx9_30 -force30







1>d:\3d\machinima sandbox\src\materialsystem\stdshaders\post_sepia.cpp(31) : error C2664: 'IShaderShadow::EnableTexture' : cannot convert parameter 1 from 'TextureStage_t' to 'Sampler_t'
1> Conversion to enumeration type requires an explicit cast (static_cast, C-style cast or function-style cast)
1>d:\3d\machinima sandbox\src\materialsystem\stdshaders\post_sepia.cpp(34) : error C2660: 'IShaderShadow::VertexShaderVertexFormat' : function does not take 5 arguments
1>d:\3d\machinima sandbox\src\materialsystem\stdshaders\post_sepia.cpp(45) : error C2664: 'void CBaseShader::BindTexture(Sampler_t,Sampler_t,int,int)' : cannot convert parameter 1 from 'TextureStage_t' to 'Sampler_t'
1> Conversion to enumeration type requires an explicit cast (static_cast, C-style cast or function-style cast)#include "BaseVSShader.h"
#include "post_sepia_ps20.inc"
#include "post_screenspaceeffect_vs20.inc"
BEGIN_VS_SHADER( Post_Sepia, "Help for Post_Sepia" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS(){ }
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if( params[FBTEXTURE]->IsDefined() )
{
LoadTexture( FBTEXTURE );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 );
DECLARE_STATIC_PIXEL_SHADER( post_sepia_ps20 );
SET_STATIC_PIXEL_SHADER( post_sepia_ps20 );
DECLARE_STATIC_VERTEX_SHADER( post_screenspaceeffect_vs20 );
SET_STATIC_VERTEX_SHADER( post_screenspaceeffect_vs20 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_TEXTURE_STAGE0, FBTEXTURE, -1 );
DECLARE_DYNAMIC_PIXEL_SHADER( post_sepia_ps20 );
SET_DYNAMIC_PIXEL_SHADER( post_sepia_ps20 );
DECLARE_DYNAMIC_VERTEX_SHADER( post_screenspaceeffect_vs20 );
SET_DYNAMIC_VERTEX_SHADER( post_screenspaceeffect_vs20 );
}
Draw();
}
END_SHADER


Mystfit wrote:I got around it by putting them in stdshader_dx9_20b.txt which seems to work, although I have no real idea if that's a bad thing to do.



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