Hi Binky,
Any progress?
The whole shader system seems to be designed to be obfuscated.
I have written a tool to parse the source code and handle all the conditional flags so I can look at what actually gets passed to the shader compiler, but it’s not helped me at all.
For example I can see global constants all over the place. ( I hate global shader constants, but that’s another issue). When I look for those values in the C++ code, no sign of them.
float4 g_PS_NearestScaled : PF_NearestScaled < psregister = PS_PROJ_RATIO_NEAREST_SCALED; >;
If you do a find in files of the source code
Find all "g_PS_NearestScaled", Match case, Subfolders, Find Results 1, Entire Solution, ""
Matching lines: 0 Matching files: 0 Total files searched: 11083
Or
Find all "PF_NearestScaled ", Match case, Subfolders, Find Results 1, Entire Solution, ""
Matching lines: 0 Matching files: 0 Total files searched: 11083
Nothing,
I can see it is mapped to registers …
#define PS_PROJ_RATIO_NEAREST_SCALED c221
But that’s all.
This is frustrating as hell, I just need to do some really simple changes to the shaders, but if I cannot pass in a vec3, I am screwed.
Time is running short and there is talk of me flying out to LA to work on a UE4 project, so I really want to get this working ASAP.
Anything you can do to speed things up would be worth beer.
I am going to be at the Lumberyard event in London on Monday, but I would like to be in the position to show something to the guys , rather than turn up and batter them with technical questions.
Cheers
Paul