Updated compiled HLSL shaders

* using the compiler from DXSDK June 2010.

Minor edits to documents.
This commit is contained in:
NovaRain
2022-05-25 21:59:00 +08:00
parent 89f454e825
commit 205602d85d
4 changed files with 28 additions and 27 deletions
+2 -1
View File
@@ -18,4 +18,5 @@ Original description: A set of engine modifications for the classic game Fallout
--- ---
#### Fallout Engine IDA Database #### Fallout Engine IDA Database
**[Download](https://www.dropbox.com/s/tm0nyx0lnk4yui0/Fallout_1_and_2_IDA68.rar "Download from Dropbox")** (comments are in Russian) [Download for IDA Pro 6.8](https://www.dropbox.com/s/tm0nyx0lnk4yui0/Fallout_1_and_2_IDA68.rar?dl=1 "Download from Dropbox")
| [Download for IDA Pro 7.0](https://www.dropbox.com/s/61srq09pn8grfpu/Fallout_1_and_2_IDA70.rar?dl=1 "Download from Dropbox") (comments are in Russian)
+2 -2
View File
@@ -11,7 +11,7 @@ When compiling global or hook scripts for sfall 3.4 or below, you _must_ include
This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall script functions. This version of compiler was designed primarily for new sfall functions, but it can safely (and is recommended) to be used with non-sfall scripts as well, as long as you don't use any of the arrays syntax and any sfall script functions.
The original unmodified sslc source is over here: [http://www.teamx.ru/site_arc/utils/index.html](http://www.teamx.ru/site_arc/utils/index.html) The original unmodified sslc source is over here: [https://teamx.ru/site_arc/utils/index.html](https://teamx.ru/site_arc/utils/index.html)
### Command line options ### Command line options
@@ -121,7 +121,7 @@ Syntax which requires sfall for compiled scripts to be interpreted is marked by
``` ```
__NOTE:__ If your expression starts with a constant (eg. `2 + 2`), enclose it in parentheses, otherwise compiler will be confused and give you errors. __NOTE:__ If your expression starts with a constant (eg. `2 + 2`), enclose it in parentheses, otherwise compiler will be confused and give you errors.
- Hexadecimal numerical constants: Simply prefix a number with `0x` to create a hexadecimal. The numbers 0 to 9 and A-F are allowed in the number. The number may not have a decimal point. - Hexadecimal numerical constants: Simply prefix a number with `0x` to create a hexadecimal. The numbers 0 to 9 and letters A to F are allowed in the number. The number may not have a decimal point.
- new: - new:
``` ```
a := 0x1000; a := 0x1000;
+12 -12
View File
@@ -10,7 +10,7 @@ technique T1
pixelshader = pixelshader =
asm { asm {
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// Parameters: // Parameters:
// //
@@ -30,7 +30,7 @@ technique T1
// approximately 2 instructions used // approximately 2 instructions used
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// Parameters: // Parameters:
// //
@@ -85,7 +85,7 @@ technique T0
pixelshader = pixelshader =
asm { asm {
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// Parameters: // Parameters:
// //
@@ -131,7 +131,7 @@ const BYTE gpuEffectA8[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
6, 0, 0, 0, 105, 109, 6, 0, 0, 0, 105, 109,
97, 103, 101, 0, 105, 0, 97, 103, 101, 0, 0, 0,
5, 0, 0, 0, 4, 0, 5, 0, 0, 0, 4, 0,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@@ -347,9 +347,9 @@ const BYTE gpuEffectA8[] =
76, 32, 83, 104, 97, 100, 76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109, 101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32, 112, 105, 108, 101, 114, 32,
57, 46, 50, 55, 46, 57, 57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 48, 50, 53, 50, 46, 51, 49, 49,
50, 0, 81, 0, 0, 5, 49, 0, 81, 0, 0, 5,
0, 0, 15, 160, 0, 0, 0, 0, 15, 160, 0, 0,
128, 64, 0, 0, 128, 63, 128, 64, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@@ -427,9 +427,9 @@ const BYTE gpuEffectA8[] =
76, 32, 83, 104, 97, 100, 76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109, 101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32, 112, 105, 108, 101, 114, 32,
57, 46, 50, 55, 46, 57, 57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 48, 50, 53, 50, 46, 51, 49, 49,
50, 0, 254, 255, 77, 0, 49, 0, 254, 255, 77, 0,
80, 82, 69, 83, 1, 2, 80, 82, 69, 83, 1, 2,
88, 70, 254, 255, 36, 0, 88, 70, 254, 255, 36, 0,
67, 84, 65, 66, 28, 0, 67, 84, 65, 66, 28, 0,
@@ -454,8 +454,8 @@ const BYTE gpuEffectA8[] =
83, 104, 97, 100, 101, 114, 83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105, 32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46, 108, 101, 114, 32, 57, 46,
50, 55, 46, 57, 53, 50, 50, 57, 46, 57, 53, 50,
46, 51, 48, 50, 50, 0, 46, 51, 49, 49, 49, 0,
254, 255, 12, 0, 80, 82, 254, 255, 12, 0, 80, 82,
83, 73, 1, 0, 0, 0, 83, 73, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+12 -12
View File
@@ -10,7 +10,7 @@ technique T1
pixelshader = pixelshader =
asm { asm {
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// Parameters: // Parameters:
// //
@@ -30,7 +30,7 @@ technique T1
// approximately 2 instructions used // approximately 2 instructions used
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// Parameters: // Parameters:
// //
@@ -85,7 +85,7 @@ technique T0
pixelshader = pixelshader =
asm { asm {
// //
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
// //
// Parameters: // Parameters:
// //
@@ -131,7 +131,7 @@ const BYTE gpuEffectL8[] =
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0,
6, 0, 0, 0, 105, 109, 6, 0, 0, 0, 105, 109,
97, 103, 101, 0, 24, 0, 97, 103, 101, 0, 0, 0,
5, 0, 0, 0, 4, 0, 5, 0, 0, 0, 4, 0,
0, 0, 64, 0, 0, 0, 0, 0, 64, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@@ -347,9 +347,9 @@ const BYTE gpuEffectL8[] =
76, 32, 83, 104, 97, 100, 76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109, 101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32, 112, 105, 108, 101, 114, 32,
57, 46, 50, 55, 46, 57, 57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 48, 50, 53, 50, 46, 51, 49, 49,
50, 0, 81, 0, 0, 5, 49, 0, 81, 0, 0, 5,
0, 0, 15, 160, 0, 0, 0, 0, 15, 160, 0, 0,
128, 64, 0, 0, 128, 63, 128, 64, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@@ -427,9 +427,9 @@ const BYTE gpuEffectL8[] =
76, 32, 83, 104, 97, 100, 76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109, 101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32, 112, 105, 108, 101, 114, 32,
57, 46, 50, 55, 46, 57, 57, 46, 50, 57, 46, 57,
53, 50, 46, 51, 48, 50, 53, 50, 46, 51, 49, 49,
50, 0, 254, 255, 77, 0, 49, 0, 254, 255, 77, 0,
80, 82, 69, 83, 1, 2, 80, 82, 69, 83, 1, 2,
88, 70, 254, 255, 36, 0, 88, 70, 254, 255, 36, 0,
67, 84, 65, 66, 28, 0, 67, 84, 65, 66, 28, 0,
@@ -454,8 +454,8 @@ const BYTE gpuEffectL8[] =
83, 104, 97, 100, 101, 114, 83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105, 32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 57, 46, 108, 101, 114, 32, 57, 46,
50, 55, 46, 57, 53, 50, 50, 57, 46, 57, 53, 50,
46, 51, 48, 50, 50, 0, 46, 51, 49, 49, 49, 0,
254, 255, 12, 0, 80, 82, 254, 255, 12, 0, 80, 82,
83, 73, 1, 0, 0, 0, 83, 73, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,