iiv03 Posted August 16, 2019 Share Posted August 16, 2019 (edited) hey guys i got problem in shader i wanna put anti-alias in dxdrawcircle but its give me error please guys i need help i really tired to fix that and i don't know shader shader: float sCircleHeightInPixel = 100; float sCircleWidthInPixel = 100; float sBorderWidthInPixel = 10; float sAngleStart = -3.14; float sAngleEnd = 3.14; float4x4 gWorldViewProjection : WORLDVIEWPROJECTION; struct VSInput { float3 Position : POSITION0; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PSInput { float4 Position : POSITION0; float4 Diffuse : COLOR0; float4 Diffuse2 : COLOR1; float2 TexCoord : TEXCOORD0; float2 Settings : TEXCOORD1; }; float4 PixelShaderFunction(float4 Diffuse : COLOR0, float2 TexCoord : TEXCOORD0) : COLOR0 { float2 uv = float2( TexCoord.x, TexCoord.y ) - float2( 0.5, 0.5 ); float angle = atan2( -uv.x, uv.y ); // -PI to +PI if ( sAngleStart > sAngleEnd ) { if ( angle < sAngleStart && angle > sAngleEnd ) return 0; } else { if ( angle < sAngleStart || angle > sAngleEnd ) return 0; } // Calc border width to use float2 vec = normalize( uv ); float CircleRadiusInPixel = lerp( sCircleWidthInPixel, sCircleHeightInPixel, vec.y * vec.y ); float borderWidth = sBorderWidthInPixel / CircleRadiusInPixel; // Check if pixel is inside circle float dist = sqrt( dot( uv, uv ) ); if ( ( dist > 0.5 ) || ( dist < 0.5 - borderWidth ) ) return 0; else return Diffuse; } technique tec0 { pass P0 { PixelShader = compile ps_2_0 PixelShaderFunction(); } } PSInput VertexShaderFunction(VSInput VS) { PSInput PS = (PSInput)0; PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection); int bAntialias = floor(VS.Diffuse.a*255+0.5)%2; int bTwoColors = floor(VS.Diffuse.a*127+0.5)%2; [branch] if(bTwoColors == 1){ float aComp = floor(VS.Diffuse.a*63+0.5)%64;; PS.Diffuse = float4((floor(VS.Diffuse.rgb*15+0.5)%16)/15, (aComp%8)/7); PS.Diffuse2 = float4(floor((VS.Diffuse.rgb*255+0.5)%16)/15, ((aComp/8)%8)/7); } else { PS.Diffuse = float4(VS.Diffuse.rgb, floor(VS.Diffuse.a*63+0.5)%64/63); PS.Diffuse2 = PS.Diffuse; } PS.TexCoord = VS.TexCoord; PS.Settings = float2(bTwoColors,bAntialias); return PS; } float4 PixelShaderFunction(PSInput PS) : COLOR0 { const float dist = length(PS.TexCoord*2-1); float4 color = PS.Settings.x > 0.5 ? lerp(PS.Diffuse, PS.Diffuse2, dist) : PS.Diffuse; if (PS.Settings.y < 0.5){ return dist <= 1 ? color : float4(0,0,0,0); } return float4(color.rgb, smoothstep(1, 1 - fwidth(dist) * 2, dist)*color.a); } technique Technique1 { pass Pass1 { SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_3_0 VertexShaderFunction(); } } client local floor = math.floor function fromColor(col) local r,g,b,a b = col%256 g = floor(col/0x100)%256 r = floor(col/0x10000)%256 a = floor(col/0x1000000)%256 return r,g,b,a end function dxDrawShaderCircle( x, y, width, height, color1, color2, angleStart, angleSweep, borderWidth, antialiasing) local shaderColCache = {} height = height or width color = color or tocolor(255,255,255) borderWidth = borderWidth or 1e9 angleStart = angleStart or 0 angleSweep = angleSweep or 360 - angleStart if ( angleSweep < 360 ) then angleEnd = math.fmod( angleStart + angleSweep, 360 ) + 0 else angleStart = 0 angleEnd = 360 end x = x - width / 2 y = y - height / 2 if not circleShader then circleShader = dxCreateShader ( "circle.fx" ) end assert(type(color1) == "number", "Expected number as color argument to dxDrawCircleShader") if (not color2) or (color2 == color1) then color2 = "def" end local finColor local col1 = shaderColCache[color1] if col1 then local col2 = col1[color2] if col2 then finColor = col2 end end if not finColor then shaderColCache[color1] = shaderColCache[color1] or {} local twoColors = (color2 ~= "def") if twoColors then local r1,g1,b1,a1 = fromColor(color1) local r2,g2,b2,a2 = fromColor(color2) local finR = floor((r1/256)*16)*16 + floor((r2/256)*16) local finG = floor((g1/256)*16)*16 + floor((g2/256)*16) local finB = floor((b1/256)*16)*16 + floor((b2/256)*16) local finA = floor((a1/256)*8)*32 + floor((a2/256)*8)*4 + 2 finColor = tocolor( finR, finG, finB, finA ) else local r,g,b,a = fromColor(color1) local finA = (floor((a/256)*64)*4)%256 finColor = tocolor( r,g,b, finA ) end shaderColCache[color1][color2] = finColor end local antialiasComp = 16777216 if not antialias then antialiasComp = 0 end finColor = finColor + antialiasComp dxSetShaderValue ( circleShader, "sCircleWidthInPixel", width ); dxSetShaderValue ( circleShader, "sCircleHeightInPixel", height ); dxSetShaderValue ( circleShader, "sBorderWidthInPixel", borderWidth ); dxSetShaderValue ( circleShader, "sAngleStart", math.rad( angleStart ) - math.pi ); dxSetShaderValue ( circleShader, "sAngleEnd", math.rad( angleEnd ) - math.pi ); dxDrawImage( x, y, width, height, circleShader, 0, 0, 0, color ) end addEventHandler("onClientRender",root, function() dxDrawShaderCircle(500,400,100,height,tocolor(0,0,255),tocolor(0,0,255),0,360,3,1) end ) i rlly tired to fix that :~ Edited August 16, 2019 by xFabel Link to comment
Addlibs Posted August 16, 2019 Share Posted August 16, 2019 4 hours ago, xFabel said: but its give me error What error? Did it give any detail? Link to comment
iiv03 Posted August 16, 2019 Author Share Posted August 16, 2019 47 minutes ago, MrTasty said: What error? Did it give any detail? no i did not found any error in debugscript Link to comment
Moderators IIYAMA Posted August 22, 2019 Moderators Share Posted August 22, 2019 (edited) On 16/08/2019 at 19:21, xFabel said: no i did not found any error in debugscript Afaik I said in my pm's that you have to use the MTA function. https://wiki.multitheftauto.com/wiki/DxDrawCircle And now you are still asking for help for a shader which you do not understand at all? + keep bumping, which I have warned you already for. If you want people their attention, then atleast write a message with some useful content. Edited August 22, 2019 by IIYAMA 1 Link to comment
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