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Tweaked the path to load global shaders in the previous commit
* although 3.8 doesn't have the path issue as 4.x due to the lack of loading custom .dat, it's better to unify the path in this case. Refactored the code for DataLoadOrderPatch in the same way as 4.x.
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@@ -65,7 +65,7 @@ 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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