#Terraria HDR mod

1931 messages Ā· Page 2 of 2 (latest)

magic ingot
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and devkit scans the folder for matching shader hashes

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after you change that click load shaders again

gritty zodiac
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MY SCREEN IS NOT BLACK

magic ingot
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that.... doesnt make any fucking sense

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LMAO

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not that you did something wrong

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but like

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why does it work

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it says file now?

gritty zodiac
magic ingot
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oh

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its cuase it failed

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so its using base game shader

gritty zodiac
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my old world

magic ingot
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click on that line and click live shader

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on the right

gritty zodiac
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oka wait

magic ingot
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that line was red so something is still wrong

gritty zodiac
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D:\SteamLibrary\steamapps\common\Terraria\0x08DF7F47.ps_3_0.hlsl(1,10-21): error X1507: failed to open source file: './shared.h'

magic ingot
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fuck

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you need the dev envoirment

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uhhhhh

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okay so in the same folder that has the hlsl folder in it

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put all this shit too lol

gritty zodiac
magic ingot
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so you have all 5 of those files in that some folder together

gritty zodiac
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its in the terraria folder

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thts fine right lol

magic ingot
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yeah it shouldnt casue any problems i think

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i forgot live shaders needed the other files

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do that, load shaders button again, that message should have changed

gritty zodiac
magic ingot
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oh my fuck it needs the whole

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ugh

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hold on

gritty zodiac
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I feel bad for u bro

magic ingot
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i need it to load so i can see what error you're getting lmao

cosmic lance
gritty zodiac
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also why is my terraria not black anymore any idea lol?

magic ingot
magic ingot
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so its broken in a different way

gritty zodiac
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ic also is the devkit supposed to eat a bit of my fps?

magic ingot
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yeah ignore performance rn

gritty zodiac
cosmic lance
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if the vanilla shader works

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its an amd shader replacement issue

magic ingot
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im tryting to see what error he gets when the shader loads

cosmic lance
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its the last line in

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reshade.log

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but he needs to include renodx.hlsl

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or else it will be

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missing include

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which needs the entire repo cloned

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try replacing the shader

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with the pink shader

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that has no includse

magic ingot
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we did and it was black still

cosmic lance
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and is just

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o0 = 1 0 1 1

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with the devkit?

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did you try to live load it

magic ingot
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oh i see what you mean

cosmic lance
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did it fail to compile, or did it come out green

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yea

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live load pink

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and see if it fails to compile

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dont include anything, dont have any code; just output 1011

gritty zodiac
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we luv amd

cosmic lance
gritty zodiac
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ik 😭 they have v rando problems

cosmic lance
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some mods are straight up amd unplayable

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but apparently its like dependant on the driver

magic ingot
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can i just commit out the include shared.h in the shader?

cosmic lance
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so they work for some linux people

gritty zodiac
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renodx?

cosmic lance
cosmic lance
gritty zodiac
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ic rip

cosmic lance
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make sure the pink shader has no code

gritty zodiac
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no issues for me so far

cosmic lance
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that needs the include

gritty zodiac
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(dx12 renodx mods)

gritty zodiac
magic ingot
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just override

cosmic lance
magic ingot
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and load again

gritty zodiac
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re load the game?

gritty zodiac
magic ingot
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you shouldnt have to reload game

gritty zodiac
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okw ait

magic ingot
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just swap the files and click load

gritty zodiac
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black screen

magic ingot
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wait so

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wtf

gritty zodiac
magic ingot
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@cosmic lance it loads the shader for him but its notpink

gritty zodiac
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overwrite --> loiad shader --> snap shot --> file --> live shader

cosmic lance
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alt f4

magic ingot
cosmic lance
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and send reshade.log

gritty zodiac
cosmic lance
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click load again

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and alt f4

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and send reshade.log

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usually when a shader compiles, and shows green

gritty zodiac
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do i re open the game and do it firstr

cosmic lance
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send anyway

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maybe theres no spam

magic ingot
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it should be fine, you did load it

gritty zodiac
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22k lines

magic ingot
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ah

cosmic lance
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usually when a shader compiles and shows green, but is still broken (no change or griefed)

thats an input register issue

gritty zodiac
cosmic lance
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maybe the shader's input regs are slightly griefed but nvidia handles them

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but amd rees idk

magic ingot
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maybe

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getting this shader in the first place was kinda scuffed

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nothing in there looks off to me

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only other thing i can think to try is having him to the old scuffed way to load reshade

cosmic lance
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no idea

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need somebody else on amd to test it

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my guess is nvidia is just fixing something

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that might be scuffed

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which it does in dx12

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AMD usually is super strict, and like follows the spec

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which is why a lot of stuff breaks

magic ingot
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i mean it is an ai slopped decompile so thats 100% possible lmao

gritty zodiac
cosmic lance
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or has worse perf

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while nvidia goes "fuck the spec, people want their shit to work"

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and just fixes stuff up behind the scenes

magic ingot
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i pulled dissasembly from dxvk and had to ai slop it to hlsl

cosmic lance
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since it doesnt even load the 1 0 1 shader

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what if you delete all the code

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except 101

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all the code before it

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well comment it all

magic ingot
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yeah

cosmic lance
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in the 101 shader

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you still run all the math

gritty zodiac
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do u guys want to reinstall terraria lol?

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I doubt tht would make a diff but hm

cosmic lance
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like in float4 main

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just do

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return float4(1, 0 1, 1)

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or whatever

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make sure it loads on your system

magic ingot
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just syntax error now

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oh i see what i did

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hold up

cosmic lance
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amd cant stop winning

magic ingot
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nah this ones on me

cosmic lance
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ik I'm just meming

magic ingot
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i commit out code above so theres nothing to return

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oh lol

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i gotta brb

cosmic lance
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yep thats what I was talking about

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wait

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#include "./shared.h"

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get rid of that

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also

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I got you another tester

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@bold sorrel

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download terraria, download the addon, and just launch the game

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and see if its rip or not

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I assume the addon is on the mod's list

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or pinned here

magic ingot
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theres reshade injection issues with terraria so you have to proxy it with DC

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RDXC will do it automatically if you dont want to bother with the manual

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@bold sorrel ^

bold sorrel
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I'll be home in like 45 mins so I'll try it then gp_okayge

magic ingot
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pog

bold sorrel
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If I forget just spam me kekpepehands

cosmic lance
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okayge

bold sorrel
magic ingot
gritty zodiac
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ok wait

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screens black

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p sure that I diad everything correctly

magic ingot
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stupid question, when returning float3 i know its obviously just an rgb value. what is the 4th value in float 4? @cosmic lance

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yeah thats right

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hold on

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one sec

cosmic lance
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main is a float4

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so we need to return a float 4

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r g b a

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alpha is usually unused, so its either 0 or 1 in most games

magic ingot
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okay this one for real this time

gritty zodiac
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oka wait

cosmic lance
magic ingot
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yeah

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pink for me

cosmic lance
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if it loads for him

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that means its the registers

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that are an issue

gritty zodiac
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black

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p sure dat I did everything correctly

magic ingot
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yeah you did

cosmic lance
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rename the file to

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ps_2_0

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shouldnt matter

magic ingot
cosmic lance
magic ingot
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yeah

gritty zodiac
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do i delet

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the old file?

cosmic lance
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delete the old one yea

magic ingot
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just override is fine

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oh right

gritty zodiac
magic ingot
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its a new file

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yes delete

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lol

cosmic lance
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yea, delete all the old ones

gritty zodiac
magic ingot
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only reason its not still 2 is because of instruction limit

gritty zodiac
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gentlemen its pink

magic ingot
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but i dont hit that if i commit everything out

cosmic lance
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so amd doesnt like

gritty zodiac
cosmic lance
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upgrading 2_0 -> 3_0

magic ingot
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thats... troubling

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because this shader is legit at the limit by default

cosmic lance
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yea ik

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@winged gorge we found something you might be interested in

if the vanilla game shader is PS2_0, replacing it as a PS3_0 doesnt work on AMD (works just fine on Nvidia)

cosmic lance
gritty zodiac
cosmic lance
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yea

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rip

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I dont think the shader can be compiled as 2_0

gritty zodiac
cosmic lance
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with all the renodx stuff

magic ingot
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shouldn't it be red though and fail? instead of just black screen

gritty zodiac
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inverse tone mapping time ig

also this is most liekly amd side problem rite? Not specific to my sys

magic ingot
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yeah very likely just amd

cosmic lance
gritty zodiac
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Ig we ll be sure when austin gives it a try

cosmic lance
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@magic ingot can build youj a mod that doesnt have shader replacement

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and no swapchain clamp

gritty zodiac
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amd only mod xD

cosmic lance
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so you can use something like lilium's tonemapping

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to hit peak

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its a clip game, so as long as resources are upgraded

magic ingot
cosmic lance
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clamps to peak nits

magic ingot
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oh right

cosmic lance
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you gotta add the shared.h thing

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to make the clamp -1

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so it goes well to infinite

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compile a mod with only the swapchain proxy + upgrades

magic ingot
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i mean the slider for clamping peak will still function, no?

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without the shader

cosmic lance
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wait not even swapchain proxy, just upgrades

magic ingot
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itll just hard clamp

cosmic lance
magic ingot
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ah right

gritty zodiac
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so rn what is not working for me basically? in plain terms

cosmic lance
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no shaders, no proxy

magic ingot
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because display mapping

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right right

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i see

cosmic lance
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its not replacing the shader

magic ingot
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yeahhh id have to make a kneecapped amd specific build

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idk how hues are gonna end up looking either

gritty zodiac
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hdr analysis thingy after unloading the shader

cosmic lance
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and he can use something like lilium's tonemapping to hit peak nits

cosmic lance
gritty zodiac
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yep

magic ingot
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control click

cosmic lance
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that works too

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yea

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just set peak brightness to 99999

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well 10k

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and then get lilium's tonemapping

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and use that to get peak nits

magic ingot
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he should have it already if he has anylsis

cosmic lance
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and nothing else

gritty zodiac
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uh what do i choose here

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leave it at default?

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changed it to 1k

magic ingot
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change target lumminnce to your monitors peak

gritty zodiac
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its 1k

magic ingot
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@cosmic lance hows gamma correction work here?

gritty zodiac
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the sliders dont work btw iam guessing its cos the shader doesnt get loaded due to amd memes

magic ingot
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yeah

gritty zodiac
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rip

magic ingot
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the shader is what lets me inject all the shit for sliders

gritty zodiac
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yah

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would everything else work well tho with this scuffed method xD?

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seems better than autohdr , inverse tone mapping

cosmic lance
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it will be real hdr

magic ingot
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uhh only thing is you wont really have control of paperwhite or anything so

cosmic lance
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the only difference will be

magic ingot
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i hope you like the brightness

gritty zodiac
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I like it yeah xD

cosmic lance
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no colorgrading sliders

magic ingot
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can you send me a screenshot with placed torches?

gritty zodiac
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hdr png?

magic ingot
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yeah

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reshade screenshot

cosmic lance
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btw

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whats the reason

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you cant use ps2_0

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if its because reno doesnt compile it

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its not that hard to add to cmake

gritty zodiac
magic ingot
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as i understood it, it was at the limit for a ps2_0 file in general

magic ingot
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hues are off

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so bright things like torches are gonna look a little too colorful

gritty zodiac
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its turning green rite

cosmic lance
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yea

gritty zodiac
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wait

magic ingot
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the game relys on clipping a bit

gritty zodiac
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games do that?

cosmic lance
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?

magic ingot
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yeah they made the game in sdr

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so they desigined it around sdr limitations

cosmic lance
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I think liliums tonemapping

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has a blowout paramater

magic ingot
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oh really?

cosmic lance
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it might be pumbo's advanced autohdr which also has basic bt2390 tonemapping

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one of them should

gritty zodiac
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let me use pumbo

cosmic lance
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what you can do is

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get your big boy programming pants out

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and inject your own shader before the UI

magic ingot
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wait i didnt even see the green platforms LOL

cosmic lance
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swapchain v2 can do that, I think forge did it

gritty zodiac
magic ingot
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is that just normal wood?

gritty zodiac
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wait is this pumbos

magic ingot
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yeah

gritty zodiac
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mb if tht looked a lil too dark lmao

cosmic lance
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I used all this stuff 500 years ago

magic ingot
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cause i was just talking about the torches

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that would be a whole new issue

gritty zodiac
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yep LMAO

magic ingot
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ah yikes

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well are they still green now?

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you sure they're not painted? :D

gritty zodiac
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wait

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thts another type of platform i think LMAO

magic ingot
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okay thank god

gritty zodiac
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HAHAH

magic ingot
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that looks a lot better now than it did before in the torches

gritty zodiac
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during day time without any shader

magic ingot
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wait

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thats fucking

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cactus

gritty zodiac
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this is me toinemapping to sdr

magic ingot
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lmao

gritty zodiac
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YEAH

magic ingot
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is the hdr anaylsis shader above autohdr in the list?

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if so, drag it below it

gritty zodiac
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its below

magic ingot
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because it shouldnt be saying 3.5k

magic ingot
gritty zodiac
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i foduin it

magic ingot
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you dont need to move that normally

gritty zodiac
magic ingot
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oh okay

cosmic lance
# gritty zodiac

one is by luminance, the other is by max ch, the other is by channel

magic ingot
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that makes more snse

cosmic lance
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I'd do RGB

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RGB will clip/blowout -- which is good for this

gritty zodiac
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Okay let me give it a try

cosmic lance
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MaxCLL will have zero blowout, which is well not what we want

gritty zodiac
magic ingot
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right now my mod is tuned to bring some detail back that was being clipped but i cant do too much or stuff looks wrong

gritty zodiac
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Or the light tht its casting on da surroundings

magic ingot
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its a fine line

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hue just means color

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in simple terms

gritty zodiac
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Yeah

magic ingot
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lemme grab an image and show you

gritty zodiac
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I used to play around with hue n do dum stuff

gritty zodiac
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Its sadge cos devs go through the work to implement it

Irc hades had a similar problemo Stronge

magic ingot
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if you look at the torches and chanalier here, this is what they look like in my mod

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if i do no hue correction, this is what they look like

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which means the actual texture file for the torch is probably actually this color

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but sdr blow out means it end up looking like it does in vanilla

gritty zodiac
gritty zodiac
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Nice house btw bro

magic ingot
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im guessing yours will look it has more blowout than the mod so you'll have a bit less texture detial in bright sources

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but theres not much that can be done

gritty zodiac
magic ingot
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oh really?

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well regardless, its not really tuneable with just basic tonemap shaders

gritty zodiac
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Ignorance is bliss trust

magic ingot
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lool

gritty zodiac
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Never seen wat these textures look like myself so feelsAmazingMan

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Also making a vulkan renodx mod is rlly annoying rite?

magic ingot
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i havent tried it personally but its more difficult than direct x, yeah

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or at least different so less people can help you

gritty zodiac
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Yeah i heard

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Wait so ll u basically have to make an addon for amd lol? Without that shader

magic ingot
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yeah ill do it at some point

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i dont think ima publish it but ill post it here for you

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@cosmic lance [build] [0/4] Re-checking globbed directories...
[build] [1/16] Generating terraria.include/embed/swap_chain_proxy_vertex_shader_dx11.cso
[build] compilation object save succeeded; see C:\HDR Modding\GitHub\renodx\build32\terraria.include\embed\swap_chain_proxy_vertex_shader_dx11.cso
[build] [2/16] Generating terraria.include/embed/swap_chain_proxy_vertex_shader_dx12.cso
[build] compilation object save succeeded; see C:\HDR Modding\GitHub\renodx\build32\terraria.include\embed\swap_chain_proxy_vertex_shader_dx12.cso
[build] [3/16] Generating terraria.include/embed/0x08DF7F47.cso
[build] FAILED: terraria.include/embed/0x08DF7F47.cso C:/HDR Modding/GitHub/renodx/build32/terraria.include/embed/0x08DF7F47.cso
[build] C:\WINDOWS\system32\cmd.exe /C "cd /D "C:\HDR Modding\GitHub\renodx\build32" && "C:\HDR Modding\GitHub\renodx\build32\Release\analyze_hlsl_deps.exe" "C:/HDR Modding/GitHub/renodx/src/games/terraria/0x08DF7F47.ps_2_0.hlsl" "C:/HDR Modding/GitHub/renodx/build32/terraria.include/embed/0x08DF7F47.cso" "C:/HDR Modding/GitHub/renodx/build32/terraria/0x08DF7F47.d" && "C:\Program Files (x86)\Windows Kits\10\bin\10.0.26100.0\x64\fxc.exe" "C:/HDR Modding/GitHub/renodx/src/games/terraria/0x08DF7F47.ps_2_0.hlsl" -T ps_2_0 /D __SHADER_TARGET_MAJOR=2 /D __SHADER_TARGET_MINOR=0 /Gec /nologo /O3 /Qstrip_reflect -E main -Fo "C:/HDR Modding/GitHub/renodx/build32/terraria.include/embed/0x08DF7F47.cso" && "C:\Program Files\CMake\bin\cmake.exe" -E cmake_transform_depfile "Ninja Multi-Config" gccdepfile "C:/HDR Modding/GitHub/renodx" "C:/HDR Modding/GitHub/renodx" "C:/HDR Modding/GitHub/renodx/build32" "C:/HDR Modding/GitHub/renodx/build32" "C:/HDR Modding/GitHub/renodx/build32/terraria/0x08DF7F47.d" "C:/HDR Modding/GitHub/renodx/build32/CMakeFiles/d/6205754bf33c018e95e421b76a9478d95ef50a8ef8e4fe61e63769d598e6907a.d""
[build] C:\HDR Modding\GitHub\renodx\src\shaders\tonemap.hlsl(506,3-46): error X3528: can't use flow control on this profile
[build]
[build] compilation failed; no code produced
clang fails with ps2

gritty zodiac
#

Aight nws i ll do a run later, so once i get to it i ll set it up

cosmic lance
#

maybe it needs something added to cmake.txt

magic ingot
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that i dont know

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ive never had to touch cmake.txt

cosmic lance
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might be vixable

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so

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it seems sm2 might not support const

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so you'd have to remove all

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const float my_thing

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and make it just float my_thing

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like for fun take that pink shader thats ps_2_0

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and try to add a const float my_float = 2.f;

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and see if it compiles in the devkit

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if thats the only limitation

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you can make a mod, would just have to ditcht he draw functions

magic ingot
#

// // 189: mov oC0, r3
const float my_float = 2.f;
return float4(1, 0, 1, 1);
}

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last 4 lines

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it has no issues with this

gritty zodiac
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rgb

magic ingot
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can you do me a favor

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in devkit, if you snapshot, then click the magnifying glass

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and scroll down to a section that looks like this

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it should be the only block that large

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the bottom resoultion there should be your output

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so 2560x1440 for you

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what is the one above that for you?

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mine is 2304x2304 for example

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@gritty zodiac

cosmic lance
magic ingot
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i mean it must not be

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if that worked

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no?

cosmic lance
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noidea, just googled

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the const error

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in compiling

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and it says you're trying to modify a constant

magic ingot
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hm

bold sorrel
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okay I'm home now

magic ingot
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wassup

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have you used RDXC before?

bold sorrel
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I have not, if you have a guide or steps for it that might be helpful

magic ingot
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its super easy

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here

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you can download the installer or portable, it dont matter

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but if you go terraria in that program there should just be two big buttons to install display commander and install renodx

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reshade should be greyed out and say managed globally

bold sorrel
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Oh sweet. All right, give me a moment to grab these

magic ingot
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two things to test

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if reshade injects when you start the game

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and if you have a black screen when you load into a world

gritty zodiac
magic ingot
gritty zodiac
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@bold sorrel wats ur gpu n drivers

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Nws ty @magic ingot n @cosmic lance as well

cosmic lance
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@magic ingot dumb idea, but what if you remove all the static const stuff from c12-c16

does it still fail to compile as ps2_0

magic ingot
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it needs that to work sadly

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only referenced a bit LOL

bold sorrel
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would you like some AI with that? xd

magic ingot
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I LOVE AI

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MORE SLOP IMAGE GENERATORS PLEASE

gritty zodiac
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Dont update n try first @bold sorrel

cosmic lance
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just remove the static const part

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and make them regular floats

magic ingot
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i see

bold sorrel
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I was on 26.1.1 before so not that out of date, does it need testing on older drivers?

magic ingot
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i think he just wanted to try on two drivers

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but so far it hasnt worked at all on amd

#

[build] FAILED: terraria.include/embed/0x08DF7F47.cso C:/HDR Modding/GitHub/renodx/build32/terraria.include/embed/0x08DF7F47.cso [build] C:\WINDOWS\system32\cmd.exe /C "cd /D "C:\HDR Modding\GitHub\renodx\build32" && "C:\HDR Modding\GitHub\renodx\build32\Release\analyze_hlsl_deps.exe" "C:/HDR Modding/GitHub/renodx/src/games/terraria/0x08DF7F47.ps_2_0.hlsl" "C:/HDR Modding/GitHub/renodx/build32/terraria.include/embed/0x08DF7F47.cso" "C:/HDR Modding/GitHub/renodx/build32/terraria/0x08DF7F47.d" && "C:\Program Files (x86)\Windows Kits\10\bin\10.0.26100.0\x64\fxc.exe" "C:/HDR Modding/GitHub/renodx/src/games/terraria/0x08DF7F47.ps_2_0.hlsl" -T ps_2_0 /D __SHADER_TARGET_MAJOR=2 /D __SHADER_TARGET_MINOR=0 /Gec /nologo /O3 /Qstrip_reflect -E main -Fo "C:/HDR Modding/GitHub/renodx/build32/terraria.include/embed/0x08DF7F47.cso" && "C:\Program Files\CMake\bin\cmake.exe" -E cmake_transform_depfile "Ninja Multi-Config" gccdepfile "C:/HDR Modding/GitHub/renodx" "C:/HDR Modding/GitHub/renodx" "C:/HDR Modding/GitHub/renodx/build32" "C:/HDR Modding/GitHub/renodx/build32" "C:/HDR Modding/GitHub/renodx/build32/terraria/0x08DF7F47.d" "C:/HDR Modding/GitHub/renodx/build32/CMakeFiles/d/6205754bf33c018e95e421b76a9478d95ef50a8ef8e4fe61e63769d598e6907a.d"" [build] C:\HDR Modding\GitHub\renodx\src\shaders\tonemap.hlsl(506,3-46): error X3528: can't use flow control on this profile

#

@cosmic lance

cosmic lance
#

no idea

magic ingot
#

im guessing something about my decompile doesnt work for ps2

bold sorrel
#

reshade injected fine

magic ingot
#

okay good

#

now the moment of truth

#

is it black screen in game

bold sorrel
#

yes sadly

bold sorrel
magic ingot
#

@gritty zodiac i think we have confirmed its an amd issue

#

@bold sorrel thank you for the help

bold sorrel
#

no problem!

#

I think uhh

#

the last game I remember that had amd specific issues was atelier yumia? idk if we ever figured that one out either

magic ingot
#

this is an issue with shader model conversion stuff

#

gonna take some work or a redesign to fix it

cosmic lance
#

thanks austin

cosmic lance
bold sorrel
#

asustin, the asus fanboy version of me Kek

cosmic lance
bold sorrel
#

dunno if that's any help

magic ingot
#

sadly not, but thank you regardless

#

you just helped confirm it likely is amd and not a setup specific thing

bold sorrel
magic ingot
#

you're scaring me

bold sorrel
#

I'm so confused right now, it seems that screenshot uploaded as a fully transparent png

magic ingot
#

lmao

bold sorrel
cosmic lance
#

amd doesnt like sm2_0 getting upgraded to sm3_0

bold sorrel
#

rip

cosmic lance
#

if you can find a way to build the addon with the main shader as 2_0

#

it would work on amd

magic ingot
#

as of now ive tried everything i can think of

bold sorrel
#

well ping me if you want anything else tested gp_okayge otherwise good luck lol

magic ingot
#

ty very much

#

i may have a build to try in a bit

bold sorrel
#

here is an image of a frustrated modder generated by the AMD driver AI package to help motivate you pepeLaugh

magic ingot
bold sorrel
#

Sure

bold sorrel
cosmic lance
#

rip

#

vertex shaders can also be responsible for the ui and shit

#

so I guess amd isnt happy with vertex shaders being touched

#

rip cope fix

magic ingot
#

soooo it looks like ps2 or bust

cosmic lance
#

yea

magic ingot
#

@bold sorrel ty for test

cosmic lance
#

unless

#

you can upgrade everything

#

to ps3

#

because now we have

#

a ps3 vs

#

and ps2 ui

agile pollen
#

Is DC needed to get this to work without the XNA install method? I think I'm getting a white screen with it installed because of dual monitor/gpu jank, but if I go without it the only slider that works is the UI one, and it just changes the brightness of the whole game.

#

I have to make sure I'm not having a skill issue, but I'm curious why DC is needed for the 32-bit version

magic ingot
#

DC forces reshade to load because terraria really doesn’t like loading d3d9.dll from its main folder

#

Also are you AMD or Nvidia?

agile pollen
# magic ingot Also are you AMD or Nvidia?

Both, which I imagine doesn't bode well for troubleshooting. I tried disabling the AMD card through device manager. The ReShade UI itself works, I will reinstall the game and ReShade to check the log since I might've broken something. Just wanted to ask here first sincs I'm relying on cell service rn (thanks Spectrum), and the whole DC licensing issue, so thanks for the explanation.

magic ingot
#

Is the white screen when you load into a world or on the main menu?

#

And can you see the ui?

agile pollen
#

Just reinstalled and disabled the AMD GPU, will try again with the XNA folder and just Nvidia + one monitor

magic ingot
agile pollen
#

Hold on I might be incredibly dumb

#

I had lighting on retro, changing it to color and using inject32 seems to work

#

yeeep I'm just going to skip DC, still no clue why it's broken for me but I'm impressed by how good this mod looks

magic ingot
rain sphinx
#

how do you get reshade to load without DC? i cant seem to get past the white screen even following the rdxc config and i was wondering if i can try what you did

agile pollen
rain sphinx
#

alright ill try that

magic ingot
#

ima look into the white screen

#

i havent seen this issue on my end before

#

okay so for me right now it just

#

works fine

#

i thought maybe DC chnage broke it but its fine for me

#

ima make a debug build real quick to try something

agile pollen
magic ingot
#

and ima be annoyed if this fixes it lol

rain sphinx
#

although nothing really looks different

agile pollen
#

try going in a world

rain sphinx
#

i am in a world

agile pollen
#

oh

rain sphinx
#

turning off and on the default preset doesnt seem to do anything visually

magic ingot
#

thats.. not good

rain sphinx
#

i can tell reshade is working since i can see the difference in saturation when i slide it

magic ingot
#

if you lower the peak slider all the way to below paperwhite, does it fuck the image

rain sphinx
#

yeah if i go really low

agile pollen
magic ingot
#

if the whole image brightness is affected by ui slider it means the mod isnt working

agile pollen
#

Then again I didn't intentionally have it set to something different, nor do I think this mod needs to support that

magic ingot
#

its not loading the shader

magic ingot
rain sphinx
#

no it doesnt

magic ingot
#

which means the game will look bad lol

agile pollen
#

My bad, I only suggested that because it got the game to display correctly but that was before I realized I had my lighting setting wrong

magic ingot
#

all good

#

i have no idea why you would get a white screen

rain sphinx
#

so wait, what is inject32 and how do i set that up

magic ingot
#

ima try to fix it

rain sphinx
#

alright thanks

magic ingot
#

can you send me reshade log

#

for when its white

rain sphinx
#

yeah give me a second

agile pollen
#

My log I attached before was the white screen

magic ingot
#

oh okay

rain sphinx
#

do you still want mine

magic ingot
#

please

rain sphinx
#

for now im gonna disable renodx/reshade

magic ingot
#

ty

rain sphinx
#

the game was white screening before that though

agile pollen
#

RenoDX alone works fine with and without that for me at 3440x1440

magic ingot
#

wait

#

its

#

thats it

#

you weirdos

#

and your res

#

this game is weird with res

#

okay

#

do me a favor

#

do any of you know how to use devkit?

agile pollen
magic ingot
#

oh

agile pollen
#

That log is just the 1080p monitor plugged into nvidia only

rain sphinx
magic ingot
#

this is seeming more difficult to fix than i thought

#

so it might be a bit

#

Also I’m going to wait till whatever happens with DC happens before I post an official release

#

But I’ll send tests here

magic ingot
#

@rain sphinx @agile pollen im gonna put this on hold atm because im unsure about the future of the install method and such

#

but ill ping you both with progress is made

#

could you both do me a favor and test the tmodloader version? its free on steam

rain sphinx
#

i’m watching a movie with my husband rn, but i will check it out later before bed

#

i’ll also uninstall all tmodloader mods just in case

magic ingot
#

yeah, some mods mess with shaders

agile pollen
#

Also, DC1 is dead and there's a very good chance DC2 won't be released

magic ingot
#

DC2 isnt coming anytime soon

#

so i have to change how the install works

agile pollen
#

I don't recall doing this

magic ingot
#

lmao

#

goodluck solider

agile pollen
#

I don't think DC was part of the install instructions for tmodloader but doesn't work for me here either

magic ingot
#

DC you can ignore for now

rain sphinx
#

torches i place look like they have no luminance at all

magic ingot
#

do sliders work?

#

paperwhite and ui brightness

rain sphinx
#

yeah

magic ingot
#

okay so that works

#

if you set it to like a regular 16:9 res, does it work?

rain sphinx
#

let me check

magic ingot
#

the torches i meant

rain sphinx
#

yeah it works

#

or at least i assume that’s how it’s supposed to look

magic ingot
#

if you turn the hue slider all the way up and down do they go from redish to white?

#

also what res are you at? ill have to add that one

magic ingot
#

@rain sphinx @agile pollen new method dropped

#

id reset your game folder

#

and try this

agile pollen
#

omfg I can't believe I tried ultimate ASI loader as dbghelp.dll but not ReShade itself...

magic ingot
#

RDXC still defaults to use DC and stuff so i have to get him to change defaults

agile pollen
#

nevermind I'm just getting some variation of this popup over and over again until I kill the process

magic ingot
agile pollen
magic ingot
#

rename the reshade.dll to dbghelp

#

get rid of all the injectors and loaders and stuff

#

ah wait i missread your message

#

can i see your game folder?

agile pollen
#

Yeah I'm not using anything, for some reason if I launch it through steam I get this instead

magic ingot
#

uhh just remove everything and make sure the game still works honestly

agile pollen
#

Yeah it works fine, even with renodx, just not with dbghelp.dll

magic ingot
#

thats... bizzare

agile pollen
#

ASI loader also spits out the same thing even if I don't have any plugins

magic ingot
#

try winmm.dll

agile pollen
magic ingot
#

hm

#

could you do a fresh install and use rdxc?

#

like delete the terraria folder and redownload

#

its less than a gig lol

#

and rdxc has portable if you dont want to install

agile pollen
#

I already have my inject32 game launch + multi monitor + even my lights in my room automated with Playnite so if it's just my problem I don't really need a fix

#

Reinstalling now though in case other people like @rain sphinx need a better method

magic ingot
#

yeah theres just no reason the game shouldnt be working

#

so you're just helping me

magic ingot
#

yeah i have no idea lmao

#

are you the guy with dual gpu?

agile pollen
#

lol

#

Yes

magic ingot
#

im gonna take a slight guess its something to do with that lol

#

but if you have a method that works that all that matters

agile pollen
#

Thing is it works fine even displaying through the amd gpu but rending on nvidia through inject32

magic ingot
#

strange

agile pollen
#

Maybe its 50 series jank idk

magic ingot
#

im on 50 lol

agile pollen
#

Win 11 latest maybe?

magic ingot
#

same

agile pollen
#

damn lol

magic ingot
#

do torches work right for you?

agile pollen
#

uhh lemme make sure on ultrawide one sec

magic ingot
#

and if they dont, tell me what res it is lool

agile pollen
#

is this concerning

magic ingot
#

thats... weird

#

maybe that file name is protected?

#

i get the same thing

agile pollen
#

nvm process was still open in the background

magic ingot
#

wait

#

yeah

#

LOL

agile pollen
#

lmaoo

magic ingot
#

i did that too

agile pollen
#

3440x1440, they look fine to me and scale with highlights/highlight saturation

magic ingot
#

holy image

#

do they scale with hue correction is the test

#

and if they do, you're good

agile pollen
#

hue shift 0

magic ingot
#

golden

#

good stuff

#

@rain sphinx lmk when you're cool to test something

agile pollen
#

also I'm just using the windows screenshot thing might not look right

magic ingot
#

i snipping tooled the snipping tool

agile pollen
#

Ah nice, thanks

#

I know the Linux build of the game is different but does this mod work with wine/proton on the Windows version?

magic ingot
#

the linux version is dx11 and a whole different can of worms

agile pollen
#

Alright I'll try that tomorrow when I unfuck my Linux partition

magic ingot
#

cool

#

i cant really support linux long term because i dont use

#

but if it works, sick

tired shell
#

I've been trying to figure out how to decompile the tile shader so I can modify it for smaller data types like half precision floating point

magic ingot
#

Some of the shaders in this game are cursed

tired shell
#

dxvk?

tired shell
tired shell
# magic ingot

I've installed DXVK (should just be as simple as dropping the DLLs into the folder, right?) and now it just crashes on startup.

tired shell
#

TerrariaNetCore

magic ingot
#

wtf is that

tired shell
#

vanilla but on a different .net framework

#

sec, lemme try regular

magic ingot
#

yeah thats not gonna be supported by my mod lol

tired shell
#

alright, so, I've just dropped all of the 32-bit dll's in

#

and the .bat file looks like this:


set DXVK_SHADER_DUMP_PATH=C:\Program Files (x86)\Steam\steamapps\common\Terraria\Shaders
Terraria.exe
magic ingot
#

does it crash when you boot the game without the bat?

tired shell
#

no

magic ingot
#

also that build of the game might not like dxvk

#

idk

tired shell
#

this is plain vanilla now

magic ingot
#

o

#

what is the 32bit dxvk named?

tired shell
magic ingot
#

only need 3d39

#

d3d9

#

get rid of the rest

tired shell
#

ok

#

now what

magic ingot
#

still crash?

tired shell
#

vanilla is not crashing at all

#

it's just not putting things in the shaders folder

magic ingot
#

you launched from the bat?

tired shell
#

yep

magic ingot
#

its probably not hooking

#

rename d3d9.dll to dbghelp.dll

tired shell
#

still nothing

magic ingot
#

im not sure

#

install vulkan reshade on the game and see if it loads

tired shell
#

well it's loading the dll now

#

cus I can't delete it

#

Ooo?

#

I decided to go back to the NetCore version

#

getting stuck on a Fossilize error now

magic ingot
#

netcore version i cant really help you lol

tired shell
#

Well this happens if I rename to dbghelp.dll

magic ingot
#

wtf is terrariarelease

#

the netcore version?

tired shell
#

yeah

tired shell
#

Well I managed to get Reshade working on the netcore build

tired shell
#

Now I just need to figure out what shader is what

#

Annoyingly it seems like TileShader.xnb may have a total of 45 shaders

#

Looks like the default shader is... obvious enough

magic ingot
tired shell
#

Rewrite the shaders to use half precision where applicable

magic ingot
#

He did that for the tmodloader version

tired shell
#

Is it possible to decompile the CSO files instead of hunting the shaders down in the running application

tired shell
#

... does the tokenizer not... support comments

#

Why might some of the dumped shaders be missing their DXIL

tired shell
#

ahhhhhhhhhh it is a dbxc

#

gonna need dxbc to dxil then

#

Gonna have to install that :3

magic ingot
#

Dx9 shaders are a pain

tired shell
#

The CSO is the compiled shader object

#

Tile technique 0 Pixel shader:

Texture2D<float4> ps_s0 : register(t0, space2);

SamplerState _ps_s0_sampler : register(s0, space2);

float4 main(
  linear float4 TEXCOORD : TEXCOORD,
  linear float4 TEXCOORD_1 : TEXCOORD1
) : SV_Target {
  float4 SV_Target;
  float4 _9 = ps_s0.Sample(_ps_s0_sampler, float2(TEXCOORD_1.x, TEXCOORD_1.y));
  SV_Target.x = (_9.x * TEXCOORD.x);
  SV_Target.y = (_9.y * TEXCOORD.y);
  SV_Target.z = (_9.z * TEXCOORD.z);
  SV_Target.w = (_9.w * TEXCOORD.w);
  return SV_Target;
}
#

Tile technique 0 Vertex shader:

cbuffer type_vs_uniforms : register(b0, space1) {
  float4 vs_uniforms_vs_uniforms_1_m0[4] : packoffset(c000.x);
};

struct OutputSignature {
  linear float4 TEXCOORD : TEXCOORD;
  linear float4 TEXCOORD_1 : TEXCOORD1;
  noperspective float4 SV_Position : SV_Position;
};

OutputSignature main(
  float4 TEXCOORD : TEXCOORD,
  float4 TEXCOORD_1 : TEXCOORD1,
  float4 TEXCOORD_2 : TEXCOORD2
) {
  float4 TEXCOORD;
  float4 TEXCOORD_1;
  float4 SV_Position;
  TEXCOORD.x = TEXCOORD.x;
  TEXCOORD.y = TEXCOORD.y;
  TEXCOORD.z = TEXCOORD.z;
  TEXCOORD.w = TEXCOORD.w;
  TEXCOORD_1.x = TEXCOORD_1.x;
  TEXCOORD_1.y = TEXCOORD_1.y;
  TEXCOORD_1.z = 0.0f;
  TEXCOORD_1.w = 0.0f;
  SV_Position.x = dot(float4(TEXCOORD_2.x, TEXCOORD_2.y, TEXCOORD_2.z, TEXCOORD_2.w), float4((vs_uniforms_vs_uniforms_1_m0[0].x), (vs_uniforms_vs_uniforms_1_m0[0].y), (vs_uniforms_vs_uniforms_1_m0[0].z), (vs_uniforms_vs_uniforms_1_m0[0].w)));
  SV_Position.y = dot(float4(TEXCOORD_2.x, TEXCOORD_2.y, TEXCOORD_2.z, TEXCOORD_2.w), float4((vs_uniforms_vs_uniforms_1_m0[1].x), (vs_uniforms_vs_uniforms_1_m0[1].y), (vs_uniforms_vs_uniforms_1_m0[1].z), (vs_uniforms_vs_uniforms_1_m0[1].w)));
  SV_Position.z = dot(float4(TEXCOORD_2.x, TEXCOORD_2.y, TEXCOORD_2.z, TEXCOORD_2.w), float4((vs_uniforms_vs_uniforms_1_m0[2].x), (vs_uniforms_vs_uniforms_1_m0[2].y), (vs_uniforms_vs_uniforms_1_m0[2].z), (vs_uniforms_vs_uniforms_1_m0[2].w)));
  SV_Position.w = dot(float4(TEXCOORD_2.x, TEXCOORD_2.y, TEXCOORD_2.z, TEXCOORD_2.w), float4((vs_uniforms_vs_uniforms_1_m0[3].x), (vs_uniforms_vs_uniforms_1_m0[3].y), (vs_uniforms_vs_uniforms_1_m0[3].z), (vs_uniforms_vs_uniforms_1_m0[3].w)));
  OutputSignature output_signature = { TEXCOORD, TEXCOORD_1, SV_Position };
  return output_signature;
}

#

a little weird that they're now ps_6_0 and vs_6_0 but whatever

magic ingot
#

Are you sure you grabbed the dx files from the dump instead of the vulkan ones?

#

Cause both should have been in that folder

tired shell
#

I'm only using ReShade

#

Do I need both?

magic ingot
#

Did you just dump with devkit?

tired shell
#

yeah just devkit

#

why?

magic ingot
#

If it works it works ig but them being 6 is weird asf

#

Makes me feel like something is wrong lmao

#

Try live shaders and see if it loads

tired shell
#

idk how to setup live shaders, but will try later

#

is it unable to detect v5 shaders if the d3d9 dll isn't present

#

i mean that shouldn't be it

tired shell
magic ingot
#

The d3d9 from dxvk or just reshade?

tired shell
#

reshade

magic ingot
#

Yeah I would be surprised if dx9 can even load v5

tired shell
#

well isn't v5 from dx9

#

well I'm officially confused now, because there are no v5 shaders anymore.

#

ooohhh I'm assuming the reason I can't install DXVK is because my GPU doesn't support vulkan?

magic ingot
#

How old of a gpu do you have lmao

magic ingot
#

Shader model 5 came from dx11 I believe

tired shell
#

wait

#

how the heck does FNA target OpenGL

magic ingot
#

It doesn’t

#

Seems like you need to reinstall the game lmao

magic ingot
#

When you take a snapshot you can see shader version

tired shell
#

FNA can run OpenGL

magic ingot
#

Not Fna

tired shell
#

FNA is XNA, for the most part

tired shell
#

Oop

#

now I just need to go the other way around

#

well so I have realized there is a problem with what I want to do.

#

half precision data types are not supported until v6.2

static granite
#

I just want to play some damn Terraria in HDR lol

mossy steeple
#

try it and report back

#

1.1.2v works for 1.4.5.6

static granite
#

Meant to report back last night. Yeah I was able to get v1.1.2 working on Terraria 1.4.5.6 but I had to use the legacy install instructions, nothing else worked.

magic ingot
#

did RHI install not work?

static granite
magic ingot
#

just let RHI do its thing

#

infact it wont work if you do change the name

#

it should remain d3d9

mental junco
#

Tried to set up renodx with tmodloader, getting this gray washed out look. Note
-It persisted when I disabled every mod
-All renodx settings do nothing
-I don't have any other plugins/addons loaded
-Renodx works fine on regular terraria for me
-Installed it with Reshade HDR Installer, had to manually set the folder to dotnet since the default did nothing

#

Unsure if I'm doing something wrong or if it's just a bug

magic ingot
#

The folder issue I’ll talk to rank about

#

What is the name of the addon file it downloaded?

#

Also are you on AMD or Nvidia? Linux or windows?

#

It’s possible a tmodloader update broke something as well but I wouldn’t expect that

mental junco
mental junco
magic ingot
#

I’ll take a look when I’m home

#

Perhaps an updated broke it

mental junco
#

Maybe, wouldn't surprise me if it was just a problem with my laptop since I've made various tweaks to my windows install and have a lot of miscellaneous software running

#

Though every other game I've tried renodx in has been fine, so who knows

magic ingot
#

perhaps

#

ill have to look

#

@mental junco yeah its broken

#

update must have broken it

#

ill see what i can do

mental junco
#

Good to know it's not just some unfixable thing on my end, at least

mossy steeple
#

HDR works for me

#

Im on the default version version of tmodloader last updated 1 may

#

I have reshade 6.7.1, addon installed manually in dotnet folder

magic ingot
#

I’ll look into it

mossy steeple
#

still works on tmodloader stable june update

magic ingot
magic ingot
#

okay so

#

the old file works

#

but something broke with new renodx that made it not work

#

so if you use the pinned file, its fine

#

@mental junco

vagrant quest
#

oh did you just rebase and build with latest

#

yeah there were significant changes

#

you should let sf know if there are issues

mossy steeple
magic ingot
#

@mental junco @mossy steeple Issue was a bug in the reno backend. It should be fixed now.