You can see all changes / improvements here. PS model 3.0 has been around since Nvidia's 2004 cards so the issue is not due to hardware.
Removed 1.14 update art style (promo) outline.Emissive brightness and soft particle option are hidden.Added spectral glowing, team color not supported.Vanilla clouds can be toggled through shader options.Added specular occlusion for advanced materials.Added flat vanilla water mode for 1.13+.Added colored outline and 1.12 update art outline.Added pixel-locked shadow and water normal, 16x to 128x available.
This is not the full changelogs, check all fixed, added & changes on the official website from below.
If you thought Chocapic13’s Shaders were demanding, you’ll be disappointed to hear that this heavily modded version of that shader pack has higher requirements to go along with its significantly improved visuals.
Things look great throughout, with no noticeable bugs or glitches.Īs far as requirements go, the BSL Shaders mod is more demanding than most. Clouds are still in 2D, and the motion blur effect has been updated to adequately blur textures which find themselves under the new lighting and shadow effects. Colors are bright and come with both a boost and saturation alteration, which gives everything a kind of cel-shaded look. It’s heavily modded, sure, but credit is still given to the original source materials, without which this mod would have been impossible to make. So, if you don’t already have Optifine installed, you’ll need it to get the most out of this shader pack.īecause BSL Shaders takes some inspiration from Chocapic13’s Shaders, not all of the content here is unique. Also, unlike many shader packs which work just fine as standalone mods, BSL Shaders requires Optifine with Shader (found in the + settings menu) to produce the highest quality visuals possible. do you know any work around checking Shader Model 3.0 Support via delphi.
As far as GPUs are concerned, it was one of the most compatible shader mods in 2015, though the same can’t be said for 2021. Currently i am working on a 3d visualization app, requirement of my app is that hosts graphic-card does support Shader Model 3.0. MyEffect.CurrentTechnique = myEffect.CaptTatsu’s BSL Shaders 1.18.1 / 1.17.1, which we’ll refer to as just BSL Shaders from here on out, is an advanced shader pack which builds on a few others. (texture) //this is where the error occured Texture2D texture = myLoader.Load(myTexture) Public void LoadGraphicsContent(ContentManager myLoader) Public EShader(string asset, string texture)
ītw my code would be something like this : i tried changing the COLOR0 to COLOR and added WORLDVIEWPROJECTION to the first fx file but still i got method call is invalid. PixelShader = compile ps_2_0 ApplyTexture() Īnd this one is using texture too and i'm using the same texture that i used for the first fx file.
VertexShader = compile vs_2_0 Transform() Return tex2D(textureSampler, vsout.textureCoordinate).rgba Out.textureCoordinate = TextureCoordinate įloat4 ApplyTexture(VS_OUTPUT vsout) : COLOR Out.position = mul(Position, WorldViewProj) Uniform extern float4x4 WorldViewProj : WORLDVIEWPROJECTION Well the fx file i'm using right now is from another page of msdn.