Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
[gfx_opengl.cpp:1695]: ACTUAL FAULTY LINE:
int minDist = min(d1, min(d2, min(d3, min(d4, min(d5, min(d6, min(d7, d8)))))));
[gfx_opengl.cpp:1791]:
Failed pixel shader:
0(865) : error C1101: ambiguous overloaded function reference "min(int, int)"
(0) : gp5 cp50 fp50 vp50 gp50 cpf fpf vpf gpf superp float min(superp float, superp float)
(0) : mediump float min(mediump float, int)
(0) : ps gp5 gp4 cp50 fp50 vp50 gp50 cpf fpf vpf gpf lowp float min(lowp float, lowp float)
(0) : ps gp5 gp4 cp50 fp50 vp50 gp50 cpf fpf vpf gpf mediump float min(mediump float, mediump float)
(0) : float min(float, float)
Cheers.
0:921(11): error: no function with name 'DistanceToBorder'
0:922(11): error: no function with name 'DistanceToBorder'
0:923(11): error: no function with name 'DistanceToBorder'
0:924(11): error: no function with name 'DistanceToBorder'
0:925(11): error: no function with name 'DistanceToBorder'
0:926(11): error: no function with name 'DistanceToBorder'
0:927(11): error: no function with name 'DistanceToBorder'
0:928(11): error: no function with name 'DistanceToBorder'
0:929(68): warning: `d7' used uninitialized
0:929(72): warning: `d8' used uninitialized
0:929(60): warning: `d6' used uninitialized
0:929(52): warning: `d5' used uninitialized
0:929(44): warning: `d4' used uninitialized
0:929(36): warning: `d3' used uninitialized
0:929(28): warning: `d2' used uninitialized
0:929(20): warning: `d1' used uninitialized
Simply replacing "uint" with "int" in the code should then fix the issue. Could you let me know if that is the case?
Similarly, min is a predfined function in OpenGL https://registry.khronos.org/OpenGL-Refpages/gl4/html/min.xhtml and is being used in standardfuncsgfx.fxh
I can make a new version that uses ints instead of uints, but I am skeptical about that being the solution. I am also not able to test whether or not it actually solves the issue on Linux with my current setup.
https://eu4.paradoxwikis.com/Europa_Universalis_IV
EU4 wiki says it uses opengl version 2,1 on Linux and Mac, meanwhile explicitly saying that the "uint" call that is made is ONLY available in version 4.0 (and above, presumably.)
If this is true and my logic is not wrong, for this mod to work on both windows and linux, a different method will have to be applied that does not rely on C sharp as that makes it windows only exclusively.
This now makes sense to me because at some point I used to run this game and hoi4 under proton, and I remember this mod in particular working for me, but that's most likely because of WINE doing the heavy lifting and interpreting uint properly.
I have found the faulty code.
Returns in the error logs:
[gfx_opengl.cpp:1695]: ACTUAL FAULTY LINE:
uint DistanceToAnyBorder(float3 color, float2 pos, float dx, uint maxDistance, in sampler2D IndirectionMap, float2 IndirectionMapSize, in sampler2D ColorMap, float2 ColorMapSize)
Then opengl completely kills itself.
From what I see in the code, the code in here is completely unique, paradox (using hoi4 in comparison), does not (as far as i am aware) use uint or min in any case. This is potentially because perhaps these calls are only available for Windows and not GCC or anyother C interpreters. As far as I know, C sharp is what this is referring to, but for some reason linux cannot seem to comprehend the syntax. I am currently trying to fix this myself but if a clue could be found I would appreciate it.
Since a MacOS user reported the same issue, my guess is that you made some mistake in the shaders that only manifests when using OpenGL.
Same problem here. Also Mac.
Is there a version different than lite that the effects are still the same when zoomed out but "less brighter" when really closed? I can send you screenshots showing how awesome it looks.
Thanks for the mod, again
What about removing the "heightmap" (or at least the terrain shadow generated by the bumpmap) above a certain camera height ? I know that there are some shaders who are able to "mimic" a flat map without editing heightmap.bmp. The idea is to always get more detail and terrain feature while zooming in, while getting a flat "poster-like" map at cloud height
Any idea if it’s even possible to do two other things as shader modding ? :
- vassal colored with parent color (a la CK3)
- detailed terrain (colored) appearing while closer, while « paper map » appearing when zooming out (ala ck3) ?
Thanks
It might be due to some hardware limitations. Could you try out the Lite version of this mod that I just uploaded? https://steamcommunity.com/sharedfiles/filedetails/?id=2826163305 Please let me know if that one does work.
Are you using any other mods that might be changing some of the shaders?
Line 609:
```
vOut = lerp( terrain_color, vColorMapSample.rgb, color_ratio);
```
Performs linear interpolation between the terrain and the colored map with factor `color_ratio`. If you replace this with:
```
vOut = terrain_color;
```
It might have the desired effect.
Is there any way that I could remove the "color fill" editing one line of the code (setting the fill to 0% while keeping border color) ? I'm experience with map modding but not with shaders.