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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Mods & Rez Modding › Combat Arms Mod Discussion › Coding Help For Rez File

Coding Help For Rez File

Posts 1–8 of 8 · Page 1 of 1
FORCE™
FORCE™
Coding Help For Rez File
anyone know coding, i got this from a fx file. i opened the fx file with nvidea fx composer. i dont understand any of the coding there but maybe someone else does.

Code:
/*
	Copyright Doobic entertainment Corporation 2006
	
	Title : Blur
	Information : Gaussian focus blur
					Compile VS 2.0, PS 2.0
	
	Last Date : 2006 / 5 / 19
	Author : Jung Hwan Ji (Russiac)
*/

texture tTexture;
texture tBlurTexture;
texture tDotTexture;
float2 vViewportSize;

sampler2D g_Screen = sampler_state
{
	Texture = <tTexture>;
	
	MinFilter = Linear;
	MagFilter = Linear;
	
	AddressU = Clamp;
	AddressV = Clamp;
};

sampler2D g_BlurScreen = sampler_state
{
	Texture = <tBlurTexture>;
	
	MinFilter = Linear;
	MagFilter = Linear;
	
	AddressU = Clamp;
	AddressV = Clamp;
};

sampler2D g_DotTexture = sampler_state
{
	Texture = <tDotTexture>;
	
	MinFilter = Linear;
	MagFilter = Linear;
	
	AddressU = Clamp;
	AddressV = Clamp;
};

struct VS_OUTPUT {
	float4		Pos : POSITION0;
	float2		Tex : TEXCOORD0;
};

VS_OUTPUT CommonVS(float3 Pos : POSITION0)
{
	VS_OUTPUT output = (VS_OUTPUT)0;
	
	float4 outPos = float4(Pos, 1.0f);
	outPos.xy = sign(outPos.xy);
	output.Pos = float4(outPos.xy, 0.0f, 1.0f);
	
	output.Tex = 0.5f * outPos.xy + 0.5f;
	output.Tex.y = 1.0f - output.Tex.y;
	
	return output;
}

float4 DownSamplingPS(float2 Tex : TEXCOORD0) :COLOR0
{
	float2 texCoordSample = 0;
	float4 cOut;
	
	float2 pixelSize = 1.0f / float2(vViewportSize.x, vViewportSize.y);
	
		texCoordSample.x = Tex.x - pixelSize.x;
		texCoordSample.y = Tex.y + pixelSize.y;
		cOut = tex2D(g_Screen, texCoordSample);
		
		texCoordSample.x = Tex.x + pixelSize.x;
		texCoordSample.y = Tex.y + pixelSize.y;
		cOut += tex2D(g_Screen, texCoordSample);
		
		texCoordSample.x = Tex.x + pixelSize.x;
		texCoordSample.y = Tex.y - pixelSize.y;
		cOut += tex2D(g_Screen, texCoordSample);
		
		texCoordSample.x = Tex.x - pixelSize.x;
		texCoordSample.y = Tex.y - pixelSize.y;
		cOut += tex2D(g_Screen, texCoordSample);
	
	return cOut * 0.25f; 
}

float4 Gaussian1PS(float2 Tex : TEXCOORD0) :COLOR0
{
	float2 texCoordSample = 0;
	float4 cOut;
	
	float2 pixelSize = 8.0f / float2(vViewportSize.x, vViewportSize.y);
	
		cOut = 0.5f * tex2D(g_BlurScreen, Tex);
		texCoordSample.x = Tex.x;
		texCoordSample.y = Tex.y + pixelSize.y;
		cOut += 0.25f * tex2D(g_BlurScreen, texCoordSample);
		
		texCoordSample.y = Tex.y - pixelSize.y;
		cOut += 0.25f * tex2D(g_BlurScreen, texCoordSample);
	
	return cOut;
}

float4 Gaussian2PS(float2 Tex : TEXCOORD0) :COLOR0
{
	float2 texCoordSample = 0;
	float4 cOut;
	
	float2 pixelSize = 8.0f / float2(vViewportSize.x, vViewportSize.y);
	
		cOut = 0.5f * tex2D(g_Screen, Tex);
		texCoordSample.y = Tex.y;
		texCoordSample.x = Tex.x + pixelSize.x;
		cOut += 0.25f * tex2D(g_Screen, texCoordSample);
		
		texCoordSample.x = Tex.x - pixelSize.x;
		cOut += 0.25f * tex2D(g_Screen, texCoordSample);
	
	return cOut;
}

float4 MurgePS(float2 Tex : TEXCOORD0) :COLOR0
{
	float4 cOut;
	
	float4 DotColor = tex2D(g_DotTexture, Tex);
	float4 SrcColor = tex2D(g_Screen, Tex);
	float4 BlurColor = tex2D(g_BlurScreen, Tex);
	
	cOut = SrcColor * DotColor.a;
	cOut += BlurColor * (1.0f - DotColor.a);

	return cOut;
}

//-----------------------------------------------------------------------------------------
// Techniques
//-----------------------------------------------------------------------------------------
technique Blur
{
    pass P0
    {   
    		ZWriteEnable = false;
    		ZEnable = false;
    		Lighting = false;
        VertexShader = compile vs_2_0 CommonVS();
        PixelShader = compile ps_2_0 DownSamplingPS();
    }
    
    pass P1
    {   
    ZWriteEnable = false;
    		ZEnable = false;
    		Lighting = false;
        VertexShader = compile vs_2_0 CommonVS();
        PixelShader = compile ps_2_0 Gaussian1PS();
    }

	pass P2
    {   
    ZWriteEnable = false;
    		ZEnable = false;
    		Lighting = false;
        VertexShader = compile vs_2_0 CommonVS();
        PixelShader = compile ps_2_0 Gaussian2PS();
    }
  
    pass P3
    {
    		ZWriteEnable = false;
    		ZEnable = false;
    		Lighting = false;
    		VertexShader = compile vs_2_0 CommonVS();
       	PixelShader = compile ps_2_0 MurgePS();
    }
}
#1 · 16y ago
No5cope
No5cope
from what i can understand, this is the blur u get from scoping in.. i could be wrong.. but thats what it sounds like to me

i would go about changing this, not a wise idea, unles u fuly know what you are doing
#2 · 16y ago
FORCE™
FORCE™
yeh the file is called blur, wow maybe no fog hack here
#3 · 16y ago
No5cope
No5cope
Quote Originally Posted by sendi11 View Post
yeh the file is called blur, wow maybe no fog hack here
hmm thats kind of what i was thinking
#4 · 16y ago
FORCE™
FORCE™
i have another 5 of these files, do u want me to post them

wow theres one called night vission.fx
#5 · 16y ago
No5cope
No5cope
Quote Originally Posted by sendi11 View Post
i have another 5 of these files, do u want me to post them

wow theres one called night vission.fx
OMG! YES! NIGHT VISION!!! FUCK YES!!!!

nah dont post em.. what rez file are they in?
#6 · 16y ago
FORCE™
FORCE™
they are in shaders.rez
#7 · 16y ago
Zoom
Zoom
Quote Originally Posted by sendi11 View Post
they are in shaders.rez
Can you rebuild it after you edited the code?

And yeah it´s something with the fog!

Have you tried remove the shader file and start ca and see whats the diffrent?
#8 · 16y ago
Posts 1–8 of 8 · Page 1 of 1

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