#Terraria HDR mod
1931 messages Ā· Page 2 of 2 (latest)
that.... doesnt make any fucking sense
LMAO
not that you did something wrong
but like
why does it work
it says file now?
my old world
that line was red so something is still wrong
D:\SteamLibrary\steamapps\common\Terraria\0x08DF7F47.ps_3_0.hlsl(1,10-21): error X1507: failed to open source file: './shared.h'
fuck
you need the dev envoirment
uhhhhh
okay so in the same folder that has the hlsl folder in it
put all this shit too lol

yeah it shouldnt casue any problems i think
i forgot live shaders needed the other files
do that, load shaders button again, that message should have changed
./shared.h(135,10-36): error X1507: failed to open source file: '../../shaders/renodx.hlsl'
I feel bad for u bro
i need it to load so i can see what error you're getting lmao
the proxy shader wont live load
also why is my terraria not black anymore any idea lol?
yeah i see now he needs the whole enviorment
its not loading the mods shader so you see stuff but the tonemap isnt happening
so its broken in a different way
ic also is the devkit supposed to eat a bit of my fps?
yeah ignore performance rn
ah I get watcha mean now
yea, devkit kills fps
if the vanilla shader works
its an amd shader replacement issue
im tryting to see what error he gets when the shader loads
its the last line in
reshade.log
but he needs to include renodx.hlsl
or else it will be
missing include
which needs the entire repo cloned
try replacing the shader
with the pink shader
that has no includse
we did and it was black still
oh i see what you mean
did it fail to compile, or did it come out green
yea
live load pink
and see if it fails to compile
dont include anything, dont have any code; just output 1011
we luv amd
its worse on dx12
ik š they have v rando problems
some mods are straight up amd unplayable
but apparently its like dependant on the driver
can i just commit out the include shared.h in the shader?
so they work for some linux people
renodx?
if its just pink, yea
yea
ic rip
make sure the pink shader has no code
no issues for me so far
that needs the include
(dx12 renodx mods)
btw i heard tht u got a 4090 / 5090 how is it?
both, good
and load again
re load the game?
Founders editiion?
you shouldnt have to reload game
okw ait
just swap the files and click load
@cosmic lance it loads the shader for him but its notpink
overwrite --> loiad shader --> snap shot --> file --> live shader
alt f4
yeah you did it right
and send reshade.log
yah
click load again
and alt f4
and send reshade.log
usually when a shader compiles, and shows green
aa I forgot to do this
do i re open the game and do it firstr
it should be fine, you did load it
22k lines
usually when a shader compiles and shows green, but is still broken (no change or griefed)
thats an input register issue
maybe the shader's input regs are slightly griefed but nvidia handles them
but amd rees idk
maybe
getting this shader in the first place was kinda scuffed
nothing in there looks off to me
only other thing i can think to try is having him to the old scuffed way to load reshade
no idea
need somebody else on amd to test it
my guess is nvidia is just fixing something
that might be scuffed
which it does in dx12
AMD usually is super strict, and like follows the spec
which is why a lot of stuff breaks
i mean it is an ai slopped decompile so thats 100% possible lmao

or has worse perf
while nvidia goes "fuck the spec, people want their shit to work"
and just fixes stuff up behind the scenes
i pulled dissasembly from dxvk and had to ai slop it to hlsl
that doesnt matter
since it doesnt even load the 1 0 1 shader
what if you delete all the code
except 101
all the code before it
well comment it all
yeah
like in float4 main
just do
return float4(1, 0 1, 1)
or whatever
make sure it loads on your system
amd cant stop winning
nah this ones on me
ik I'm just meming
yep thats what I was talking about
wait
#include "./shared.h"
get rid of that
also
I got you another tester
@bold sorrel
download terraria, download the addon, and just launch the game
and see if its rip or not
I assume the addon is on the mod's list
or pinned here
theres reshade injection issues with terraria so you have to proxy it with DC
RDXC will do it automatically if you dont want to bother with the manual
@bold sorrel ^
I'll be home in like 45 mins so I'll try it then 
pog
I need that e4moji
If I forget just spam me 
okayge

@gritty zodiac give this one a shot when you get a chance
stupid question, when returning float3 i know its obviously just an rgb value. what is the 4th value in float 4? @cosmic lance
yeah thats right
hold on
one sec
alpha
main is a float4
so we need to return a float 4
r g b a
alpha is usually unused, so its either 0 or 1 in most games
oka wait
did this load for you?
yeah you did
does this work for you?
yeah
delete the old one yea
^
yea, delete all the old ones
only reason its not still 2 is because of instruction limit
gentlemen its pink
but i dont hit that if i commit everything out
so amd doesnt like
upgrading 2_0 -> 3_0
yea ik
@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)
this one has a filename with 2_0 at the end right
yeah

with all the renodx stuff
shouldn't it be red though and fail? instead of just black screen
inverse tone mapping time ig
also this is most liekly amd side problem rite? Not specific to my sys
yeah very likely just amd
you're prolly better off using reno since it still upgrades resources
Ig we ll be sure when austin gives it a try
@magic ingot can build youj a mod that doesnt have shader replacement
and no swapchain clamp
amd only mod xD
so you can use something like lilium's tonemapping
to hit peak
its a clip game, so as long as resources are upgraded
wdym?
oh right
you gotta add the shared.h thing
to make the clamp -1
so it goes well to infinite
compile a mod with only the swapchain proxy + upgrades
wait not even swapchain proxy, just upgrades
itll just hard clamp
yea but we dont want that
ah right
so rn what is not working for me basically? in plain terms
no shaders, no proxy
amd memes
its not replacing the shader
yeahhh id have to make a kneecapped amd specific build
idk how hues are gonna end up looking either
hdr analysis thingy after unloading the shader
and he can use something like lilium's tonemapping to hit peak nits
yea, but thats still getting clamped
yep
set the peak brightness slider to like 999999999999
control click
that works too
yea
just set peak brightness to 99999
well 10k
and then get lilium's tonemapping
and use that to get peak nits
he should have it already if he has anylsis
some people only install the analsyst ool
and nothing else
change target lumminnce to your monitors peak
its 1k
@cosmic lance hows gamma correction work here?
the sliders dont work btw iam guessing its cos the shader doesnt get loaded due to amd memes
yeah
rip
the shader is what lets me inject all the shit for sliders
yah
would everything else work well tho with this scuffed method xD?
seems better than autohdr , inverse tone mapping
it will be real hdr
uhh only thing is you wont really have control of paperwhite or anything so
the only difference will be
i hope you like the brightness
I like it yeah xD
no colorgrading sliders
can you send me a screenshot with placed torches?
hdr png?
btw
whats the reason
you cant use ps2_0
if its because reno doesnt compile it
its not that hard to add to cmake
as i understood it, it was at the limit for a ps2_0 file in general
yeahhh thats what i was afraid of
hues are off
so bright things like torches are gonna look a little too colorful
its turning green rite
yea
wait
the game relys on clipping a bit
games do that?
?
oh really?
it might be pumbo's advanced autohdr which also has basic bt2390 tonemapping
one of them should
let me use pumbo
what you can do is
get your big boy programming pants out
and inject your own shader before the UI
wait i didnt even see the green platforms LOL
swapchain v2 can do that, I think forge did it
LOL
is that just normal wood?
wait is this pumbos
yeah
mb if tht looked a lil too dark lmao
idr
I used all this stuff 500 years ago
are the platforms there just normal wood platforms?
cause i was just talking about the torches
that would be a whole new issue
yep LMAO
okay thank god
that looks a lot better now than it did before in the torches
during day time without any shader
this is me toinemapping to sdr
lmao
YEAH
its below
because it shouldnt be saying 3.5k
@deft tusk teach me the ways oh wise one
you dont need to move that normally
I had liliums n pumbos one off
oh okay
one is by luminance, the other is by max ch, the other is by channel
that makes more snse
Okay let me give it a try
MaxCLL will have zero blowout, which is well not what we want
Torch hues?
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
Or the light tht its casting on da surroundings
Yeah
lemme grab an image and show you
I used to play around with hue n do dum stuff
Yeah alot of sdr games details gets clipped right? And only in hdr / with renodx u notice em
Its sadge cos devs go through the work to implement it
Irc hades had a similar problemo 
if you look at the torches and chanalier here, this is what they look like in my mod
if i do no hue correction, this is what they look like
which means the actual texture file for the torch is probably actually this color
but sdr blow out means it end up looking like it does in vanilla
Ll do it in a bit afk rn
Interesting
Nice house btw bro
im guessing yours will look it has more blowout than the mod so you'll have a bit less texture detial in bright sources
but theres not much that can be done
Its like more redish / orange
Indeed it is what it is
Ignorance is bliss trust
lool
Never seen wat these textures look like myself so 
Also making a vulkan renodx mod is rlly annoying rite?
i havent tried it personally but its more difficult than direct x, yeah
or at least different so less people can help you
Yeah i heard
Wait so ll u basically have to make an addon for amd lol? Without that shader
yeah ill do it at some point
i dont think ima publish it but ill post it here for you
@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
Aight nws i ll do a run later, so once i get to it i ll set it up
maybe it needs something added to cmake.txt
might be vixable
so
it seems sm2 might not support const
so you'd have to remove all
const float my_thing
and make it just float my_thing
like for fun take that pink shader thats ps_2_0
and try to add a const float my_float = 2.f;
and see if it compiles in the devkit
if thats the only limitation
you can make a mod, would just have to ditcht he draw functions
// // 189: mov oC0, r3
const float my_float = 2.f;
return float4(1, 0, 1, 1);
}
last 4 lines
it has no issues with this
can you do me a favor
in devkit, if you snapshot, then click the magnifying glass
and scroll down to a section that looks like this
it should be the only block that large
the bottom resoultion there should be your output
so 2560x1440 for you
what is the one above that for you?
mine is 2304x2304 for example
@gritty zodiac
idk if the const stuff is an issue
noidea, just googled
the const error
in compiling
and it says you're trying to modify a constant
hm
okay I'm home now
I have not, if you have a guide or steps for it that might be helpful
its super easy
here
you can download the installer or portable, it dont matter
but if you go terraria in that program there should just be two big buttons to install display commander and install renodx
reshade should be greyed out and say managed globally
Oh sweet. All right, give me a moment to grab these
two things to test
if reshade injects when you start the game
and if you have a black screen when you load into a world
Iam away rn ll lyk once iam back
all good, thanks for helping test
@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
it fails becauses its referenced further down
it needs that to work sadly
only referenced a bit LOL
Radeon 7900xt, I'll go ahead and update my drivers but they will be on 26.2.2
would you like some AI with that? xd
Dont update n try first @bold sorrel
not deleete the lines
just remove the static const part
and make them regular floats
i see
Oh whoops, it already finished
I was on 26.1.1 before so not that out of date, does it need testing on older drivers?
i think he just wanted to try on two drivers
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
no idea
im guessing something about my decompile doesnt work for ps2

@gritty zodiac i think we have confirmed its an amd issue
@bold sorrel thank you for the help
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
this is an issue with shader model conversion stuff
gonna take some work or a redesign to fix it
thanks austin
yea that was 32 bit -> 64 bit on amd dx12
asustin, the asus fanboy version of me 

sadly not, but thank you regardless
you just helped confirm it likely is amd and not a setup specific thing
you're scaring me
I'm so confused right now, it seems that screenshot uploaded as a fully transparent png
lmao
amd doesnt like sm2_0 getting upgraded to sm3_0
rip
if you can find a way to build the addon with the main shader as 2_0
it would work on amd
as of now ive tried everything i can think of
well ping me if you want anything else tested
otherwise good luck lol
here is an image of a frustrated modder generated by the AMD driver AI package to help motivate you 
@bold sorrelcan you give this build a shot?
Sure
This build gets a black screen at the start, and doesn't load the main menu
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
soooo it looks like ps2 or bust
yea
@bold sorrel ty for test
unless
you can upgrade everything
to ps3
because now we have
a ps3 vs
and ps2 ui
Riip
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
Is reshade hooking for you?
DC forces reshade to load because terraria really doesnāt like loading d3d9.dll from its main folder
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.
It doesnāt work an AMD cards right now sadly
Is the white screen when you load into a world or on the main menu?
And can you see the ui?
White screen is weird, I can hear the game audio but no window opens (nothing in the taskbar) and it's like my desktop background turns white until I kill Terraria with task manager
Just reinstalled and disabled the AMD GPU, will try again with the XNA folder and just Nvidia + one monitor
Do with just Nvidia and use RDXC
Same white screen with just Nvidia + this RDXC config
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
oh yeah i just realized i hadnt tested anything other than regular lighting
yeah thats odd
hey, im on an nvidia gpu and im having the white screen issue as well
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
Try setting suppress window changes to 1 at the bottom of displaycommander.toml first, I think that worked for me but I've since been using inject32 instead
alright ill try that
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
otherwise https://reshade.me/downloads/inject32.exe and make a shortcut to it, right click -> properties -> "Terraria.exe" at the end of the target box
and ima be annoyed if this fixes it lol
that fixed it, thanks
although nothing really looks different
it looks the same on the menu
try going in a world
i am in a world
oh
turning off and on the default preset doesnt seem to do anything visually
thats.. not good
i can tell reshade is working since i can see the difference in saturation when i slide it
if you lower the peak slider all the way to below paperwhite, does it fuck the image
yeah if i go really low
having lighting on anything but color does that too, and the whole image brightness is affected by the UI slider
if the whole image brightness is affected by ui slider it means the mod isnt working
Then again I didn't intentionally have it set to something different, nor do I think this mod needs to support that
its not loading the shader
if you place a torch and play with the hue correction slider, does the torch shift colors?
no it doesnt
so that dc setting seems to prevent the shaders from loading from reno
which means the game will look bad lol
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
so wait, what is inject32 and how do i set that up
wait for now
ima try to fix it
alright thanks
yeah give me a second
My log I attached before was the white screen
oh okay
do you still want mine
please
ty
if its any helped, i patched my terraria.exe with this https://github.com/byddha/terarria-zoom-patcher to play at 5440x1440
the game was white screening before that though
RenoDX alone works fine with and without that for me at 3440x1440
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?
I tested on 1080p first
That log is just the 1080p monitor plugged into nvidia only
i do not
this is seeming more difficult to fix than i thought
so it might be a bit
Also Iām going to wait till whatever happens with DC happens before I post an official release
But Iāll send tests here
@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
iām watching a movie with my husband rn, but i will check it out later before bed
iāll also uninstall all tmodloader mods just in case
yeah, some mods mess with shaders
Sure, will do
Also, DC1 is dead and there's a very good chance DC2 won't be released
im aware. ive been talking to him
DC2 isnt coming anytime soon
so i have to change how the install works
Anyways it works completely fine via dxgi.dll in dotnet folder, but if I try to use DC via addon or dxgi.dll loading ReShade as ReShade64.dll I get a black window for a couple seconds which then closes while the process and sound keeps going
I don't think DC was part of the install instructions for tmodloader but doesn't work for me here either
as long as installing reshade normally + addon works
DC you can ignore for now
im able to get in game with tmodloader without having any whitescreen issues, but i dont think the shaders are working right
torches i place look like they have no luminance at all
thats a resourse upgrade issue
do sliders work?
paperwhite and ui brightness
yeah
let me check
the torches i meant
yeah looks right
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
@rain sphinx @agile pollen new method dropped
id reset your game folder
and try this
omfg I can't believe I tried ultimate ASI loader as dbghelp.dll but not ReShade itself...
RDXC still defaults to use DC and stuff so i have to get him to change defaults
nevermind I'm just getting some variation of this popup over and over again until I kill the process
uhhhh is this with what i posted?
Didn't use RDXC, just tossed the same ReShade 32 bit dll I was using for inject32 in the game folder and named it dbghelp.dll
you dont need anything else
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?
Yeah I'm not using anything, for some reason if I launch it through steam I get this instead
uhh just remove everything and make sure the game still works honestly
Yeah it works fine, even with renodx, just not with dbghelp.dll
thats... bizzare
ASI loader also spits out the same thing even if I don't have any plugins
try winmm.dll
Game opens but ReShade doesn't
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
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
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
Thing is it works fine even displaying through the amd gpu but rending on nvidia through inject32
strange
Maybe its 50 series jank idk
im on 50 lol
Win 11 latest maybe?
same
damn lol
do torches work right for you?
uhh lemme make sure on ultrawide one sec
on ultrawide they probably wont
and if they dont, tell me what res it is lool
is this concerning
nvm process was still open in the background
lmaoo
i did that too
3440x1440, they look fine to me and scale with highlights/highlight saturation
holy image
do they scale with hue correction is the test
and if they do, you're good
hue shift 0
also I'm just using the windows screenshot thing might not look right
theres a setting in snipping tool to tonemap to sdr
i snipping tooled the snipping tool
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?
if it uses the windows version of the game it should
the linux version is dx11 and a whole different can of worms
Alright I'll try that tomorrow when I unfuck my Linux partition
cool
i cant really support linux long term because i dont use
but if it works, sick
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
If itās failing, you have to use dxvk to dump then ai slop the disassembly to hlsl
Some of the shaders in this game are cursed
dxvk?
Any pointers on where I would find a guide for dumping shaders with dxvk?
Uhhh one sec
I've installed DXVK (should just be as simple as dropping the DLLs into the folder, right?) and now it just crashes on startup.
tmodloader or regular?
TerrariaNetCore
wtf is that
yeah thats not gonna be supported by my mod lol
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
does it crash when you boot the game without the bat?
no
this is plain vanilla now
still crash?
you launched from the bat?
yep
still nothing
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
netcore version i cant really help you lol
yeah
Well I managed to get Reshade working on the netcore build
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
Whatās your actual goal?
Rewrite the shaders to use half precision where applicable
@maiden basalt would be who youād wanna talk to
He did that for the tmodloader version
Is it possible to decompile the CSO files instead of hunting the shaders down in the running application
Oh, really?
... does the tokenizer not... support comments
Why might some of the dumped shaders be missing their DXIL
ahhhhhhhhhh it is a dbxc
gonna need dxbc to dxil then
Gonna have to install that :3
Assuming that .cso is dissasembly, you kinda have to ai slop it or do it by hand
Dx9 shaders are a pain
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
Thatās very weird
Are you sure you grabbed the dx files from the dump instead of the vulkan ones?
Cause both should have been in that folder
Did you just dump with devkit?
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
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
this can't be right because this shader shows up even on the title screen
The d3d9 from dxvk or just reshade?
reshade
Yeah I would be surprised if dx9 can even load v5
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?
Oh yeah if you have no Vulkan support yeah you canāt use dxvk
How old of a gpu do you have lmao
No. The game uses shader model v2
Shader model 5 came from dx11 I believe
how did you determine this?
wait
how the heck does FNA target OpenGL
By looking in devkit
When you take a snapshot you can see shader version
FNA can run OpenGL
FNA is XNA, for the most part
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
Does this work with v1.4.5.6? or is #1467279106956857537 message for v1.1.2?
I just want to play some damn Terraria in HDR lol
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.
to my knowlege, it should work with the newest verison
did RHI install not work?
Nope. Used RHI to install reshade, the addon, displaycommander, and forced the name changes to ReShade32.dll and winmm.dll and the game wouldnt launch.
you dont need to force name changes
just let RHI do its thing
infact it wont work if you do change the name
it should remain d3d9
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
Swapchain failure
The folder issue Iāll talk to rank about
What is the name of the addon file it downloaded?
Also are you on AMD or Nvidia? Linux or windows?
Itās possible a tmodloader update broke something as well but I wouldnāt expect that
renodx-terraria-tml.addon64
Nvidia, windows. 5060 and a ultra 9 285h, latest drivers for both
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
perhaps
ill have to look
@mental junco yeah its broken
update must have broken it
ill see what i can do
I suppose that explains why none of my troubleshooting did anything
Good to know it's not just some unfixable thing on my end, at least
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
Strange. Perhaps itās something with rhiās ini file
Iāll look into it
still works on tmodloader stable june update
did you use RHI?
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
oh did you just rebase and build with latest
yeah there were significant changes
you should let sf know if there are issues
No manually installed
@mental junco @mossy steeple Issue was a bug in the reno backend. It should be fixed now.
