From 2f9ca1fe31cd31c82a9c0471c38158b6751fb8bd Mon Sep 17 00:00:00 2001 From: BlueSkyDefender Date: Fri, 13 Sep 2024 23:10:09 -0600 Subject: [PATCH] Small Change for 6.3.0 Functions can no longer share names. --- Shaders/Flair.fx | 4 ++-- Shaders/GloomAO.fx | 14 +++++++------- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/Shaders/Flair.fx b/Shaders/Flair.fx index 57492c5..4d9b891 100644 --- a/Shaders/Flair.fx +++ b/Shaders/Flair.fx @@ -577,7 +577,7 @@ float3 GlammorB(float2 texcoord ) #endif // Spread the blur a bit more. -void Glammor(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float3 GBloom : SV_Target) +void Glammor_Out(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float3 GBloom : SV_Target) { GBloom = 0; float GI = Flare_Power, AL = smoothstep(0,1,1. - tex2D(SamplerAvgLumG,0.0).x); if(Auto_Flare_Intensity) @@ -757,7 +757,7 @@ technique Flair pass Star { VertexShader = PostProcessVS; - PixelShader = Glammor; + PixelShader = Glammor_Out; RenderTarget = texFlare; } pass Lum diff --git a/Shaders/GloomAO.fx b/Shaders/GloomAO.fx index f6233f3..8e2c6c2 100644 --- a/Shaders/GloomAO.fx +++ b/Shaders/GloomAO.fx @@ -992,7 +992,7 @@ float4 CEAGD_V_SSDO(float4 vpos : SV_Position, float2 texcoords : TEXCOORD) : SV return Denoise(SamplerSSDOH, texcoords, EvenSteven[clamp(SamplesXY,0,20)], 1, 2.5 ); } -float4 TAA_SSDO(float2 texcoords,float Mip) +float4 TAA_SSDO_Helper(float2 texcoords,float Mip) { return tex2Dlod(SamplerSSDOV, float4(texcoords, 0, Mip)).rgba; } @@ -1001,22 +1001,22 @@ float4 TAA_SSDO(float4 vpos : SV_Position, float2 texcoords : TEXCOORD) : SV_Tar { float Per = 1-Persistence; float4 PastColor = tex2Dlod(SSDOaccuFrames,float4(texcoords,0,0) );//Past Back Buffer - PastColor = (1-Per) * TAA_SSDO(texcoords, 0) + Per * PastColor; + PastColor = (1-Per) * TAA_SSDO_Helper(texcoords, 0) + Per * PastColor; float3 antialiased = PastColor.xyz; float mixRate = min(PastColor.w, 0.5), MB = 0.0;//WIP - float3 BB = TAA_SSDO(texcoords, 0).rgb; + float3 BB = TAA_SSDO_Helper(texcoords, 0).rgb; antialiased = lerp(antialiased * antialiased, BB * BB, mixRate); antialiased = sqrt(antialiased); - float3 minColor = encodePalYuv( TAA_SSDO(texcoords, 0).rgb ) - MB; - float3 maxColor = encodePalYuv( TAA_SSDO(texcoords, 0).rgb ) + MB; + float3 minColor = encodePalYuv( TAA_SSDO_Helper(texcoords, 0).rgb ) - MB; + float3 maxColor = encodePalYuv( TAA_SSDO_Helper(texcoords, 0).rgb ) + MB; for(int i = 1; i < 8; ++i) { //DX9 work around. - minColor = min(minColor,encodePalYuv( TAA_SSDO( texcoords + XYoffset[i], 0).rgb )) - MB; - maxColor = max(maxColor,encodePalYuv( TAA_SSDO( texcoords + XYoffset[i], 0).rgb )) + MB; + minColor = min(minColor,encodePalYuv( TAA_SSDO_Helper( texcoords + XYoffset[i], 0).rgb )) - MB; + maxColor = max(maxColor,encodePalYuv( TAA_SSDO_Helper( texcoords + XYoffset[i], 0).rgb )) + MB; } antialiased = encodePalYuv(antialiased);