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Fixed the path to load global shaders in the previous commit
* when DataLoadOrderPatch is disabled, the path was set to "sfall.dat\shaders\".
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@@ -81,7 +81,7 @@ GraphicsWidth=0
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GraphicsHeight=0
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;Uncomment the option to use a hardware shader (requires DX9 graphics mode 4 or 5)
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;The shader file <name>.fx must be placed in data\shaders\ and must contain one technique with one or more passes
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;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
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;GlobalShaderFile=global.fx
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;Set to 1 to do the palette conversion on the GPU
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@@ -24,7 +24,7 @@ The input functions are only available if the user has the input hook turned on
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The graphics functions are only available if the user is using graphics mode 4 or 5. Use graphics_funcs_available to check; it returns 1 if you can use them or 0 if you can't. Calling graphics functions when graphics_funcs_available returns 0 will do nothing.
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load_shader takes a path relative to the data\shaders\ directory as an argument and returns a shader ID. That ID should be passed as the first argument to all other shader functions, and is valid until free_shader is called on the ID, the player loads a saved game or the player quits to the main menu.
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load_shader takes a path relative to the <GameRoot>\<master_patches>\shaders\ directory as an argument and returns a shader ID. That ID should be passed as the first argument to all other shader functions, and is valid until free_shader is called on the ID, the player loads a saved game or the player quits to the main menu.
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get_shader_version gives you the highest shader version supported by the player's graphics cards. Possible return values are 11, 12, 13, 14, 20, 21 and 30.
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