Hi im the new guy here and i just dwnlded 4.0.2 x86, but when i try to play wind waker it says "failed to compile pixel shader" and so im like wtf man this sucks, and this is the contents of the note in my dump folder:
//Pixel Shader for TEV stages
//1 TEV stages, 1 texgens, 0 IND stages
uniform sampler2D samp0 : register(s0);
uniform sampler2D samp1 : register(s1);
uniform sampler2D samp2 : register(s2);
uniform sampler2D samp3 : register(s3);
uniform sampler2D samp4 : register(s4);
uniform sampler2D samp5 : register(s5);
uniform sampler2D samp6 : register(s6);
uniform sampler2D samp7 : register(s7);
uniform float4 color[4] : register(c0);
uniform float4 k[4] : register(c4);
uniform float4 alphaRef[1] : register(c8);
uniform float4 texdim[8] : register(c9);
uniform float4 czbias[2] : register(c17);
uniform float4 cindscale[2] : register(c19);
uniform float4 cindmtx[6] : register(c21);
uniform float4 cfog[3] : register(c27);
uniform float4 cPLights[40] : register(c30);
uniform float4 cPmtrl[4] : register(c70);
void main(
out float4 ocol0 : COLOR0,
out float depth : DEPTH,
in float4 rawpos : POSITION,
in float4 colors_0 : COLOR0,
in float4 colors_1 : COLOR1,
in float3 uv0 : TEXCOORD0,
in float4 clipPos : TEXCOORD1 ) {
float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
float alphabump=0.0f;
float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
uv0.xy = uv0.xy * texdim[0].zw;
// TEV stage 0
rastemp = colors_0.rgba;
crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
tevcoord.xy = uv0.xy;
textemp = tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
// color combine
prev.rgb = clamp((textemp.rgb)*(crastemp.rgb), 0.0f, 1.0f);
// alpha combine
prev.a = clamp(textemp.a*crastemp.a, 0.0f, 1.0f);
// TEV done
float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y;
depth = zCoord;
float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
ze *= x_adjust;
float fog = clamp(ze - cfog[1].z, 0.0f, 1.0f);
prev.rgb = lerp(prev.rgb, cfog[0].rgb, fog);
ocol0 = prev;
}
It would be cool if someone could help me with this
//Pixel Shader for TEV stages
//1 TEV stages, 1 texgens, 0 IND stages
uniform sampler2D samp0 : register(s0);
uniform sampler2D samp1 : register(s1);
uniform sampler2D samp2 : register(s2);
uniform sampler2D samp3 : register(s3);
uniform sampler2D samp4 : register(s4);
uniform sampler2D samp5 : register(s5);
uniform sampler2D samp6 : register(s6);
uniform sampler2D samp7 : register(s7);
uniform float4 color[4] : register(c0);
uniform float4 k[4] : register(c4);
uniform float4 alphaRef[1] : register(c8);
uniform float4 texdim[8] : register(c9);
uniform float4 czbias[2] : register(c17);
uniform float4 cindscale[2] : register(c19);
uniform float4 cindmtx[6] : register(c21);
uniform float4 cfog[3] : register(c27);
uniform float4 cPLights[40] : register(c30);
uniform float4 cPmtrl[4] : register(c70);
void main(
out float4 ocol0 : COLOR0,
out float depth : DEPTH,
in float4 rawpos : POSITION,
in float4 colors_0 : COLOR0,
in float4 colors_1 : COLOR1,
in float3 uv0 : TEXCOORD0,
in float4 clipPos : TEXCOORD1 ) {
float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);
float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);
float alphabump=0.0f;
float3 tevcoord=float3(0.0f, 0.0f, 0.0f);
float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);
float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);
float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);
float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);
clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);
uv0.xy = uv0.xy * texdim[0].zw;
// TEV stage 0
rastemp = colors_0.rgba;
crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
tevcoord.xy = uv0.xy;
textemp = tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba;
// color combine
prev.rgb = clamp((textemp.rgb)*(crastemp.rgb), 0.0f, 1.0f);
// alpha combine
prev.a = clamp(textemp.a*crastemp.a, 0.0f, 1.0f);
// TEV done
float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y;
depth = zCoord;
float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w));
float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x;
x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z;
ze *= x_adjust;
float fog = clamp(ze - cfog[1].z, 0.0f, 1.0f);
prev.rgb = lerp(prev.rgb, cfog[0].rgb, fog);
ocol0 = prev;
}
It would be cool if someone could help me with this