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jaksen

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  1. Anyone having the same issue, there's a very simple solution to that. Please edit your glass.hlsl file (modded) and around line 164-167 add the following line: #define viewportSize float2(MeltFactor.yz) The code should look similar to that: PS_OUTPUT_GLASS forward_ps_pass1(VS_OUTPUT input, uniform int Flags) { PS_OUTPUT_GLASS o; float4 colorMul, colorAdd; calcGlassColors(input, Flags, colorMul, colorAdd); o.colorMul = colorMul; o.colorAdd = colorAdd; return o; } #define viewportSize float2(MeltFactor.yz) float4 forward_ps_pass_droplets(VS_OUTPUT input, uniform int Flags): SV_TARGET0 { ... This solves the compile error and allows you to use the optimised version of shader. PS. Confirmed that it works with 2.5.5.33184 Cheers!
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