Hey, fsa is almost over, so I’m releasing my map lighting with shaders for fs22 To run shaders, you need the reshade program: reshade me which you can download from this link You replace the lighting files in the Steam/steamapps/common/Farming Simulator 22/data/maps/mapUs path ...
I assume you were vaguely copying from create_render_pipeline here, but this has the chance of leaking the shader modules if an earlier part of the function throws an error - don't worry about this for now, just wanted to note it. Author SupaMaggie70Incorporated Feb 22, 2025 I'll add...
The @meta for statement is a compile time loop which visits each data member, provided by @member_count. viewer/viewer.cxx // Compile the shaders. GLuint vs = glCreateShader(GL_VERTEX_SHADER); GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); GLuint vs_sky = glCreateShader(GL_VERTEX_SHADER...
Test CreateSwapChain For CompositionSurfaceHandle (WoW64) Test CreateSwapChainForHwnd (Native) Test CreateSwapChainForHwnd (WoW64) Test for Custom Presentation Duration Precision (Native) Test for Custom Presentation Duration Precision (WoW64) Test for Custom Presentation Duration Support (Native) Test for...
switched ambient.fs to use halfdir Blinn-Phong specular like common.fs does. instead of just using generic default specular amount for things w/o specular texture maps, decided to BS specular maps for them by using the diffuse texture map.. did a dot(diffuse.rgb,0.33) to get diffuse lum...
That’s definitely for a reason – every single Farming Simulator 19 Mod / Farming Simulator 22 Mod is unique and provides you explicit options. If you wonder how it works, you will find plenty of information in our FS19 Mods / FS22 Mods website – we have collected all kind of data ...
CCProgram unlit-fs %{ precision highp float; #include <builtin/internal/embedded-alpha> #include <builtin/internal/alpha-test> in vec4 v_color; in vec2 v_uv0; #if USE_TEXTURE #pragma builtin(local) layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture; #endif vec4 fra...
The @meta for statement is a compile time loop which visits each data member, provided by @member_count. viewer/viewer.cxx // Compile the shaders. GLuint vs = glCreateShader(GL_VERTEX_SHADER); GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); GLuint vs_sky = glCreateShader(GL_VERTEX_SHADER...
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