[DiscordArchive] Just out of interest, why is the interface looking like TWW. Is this a addon for 335 or a downport?
[DiscordArchive] Just out of interest, why is the interface looking like TWW. Is this a addon for 335 or a downport?
Archived author: Luzifix • Posted: 2025-09-06T23:39:00.548000+00:00
Original source
Just out of interest, why is the interface looking like TWW. Is this a addon for 335 or a downport?
Archived author: tester • Posted: 2025-09-06T23:56:19.539000+00:00
Original source
Addon
Archived author: [GLFY] Mitche • Posted: 2025-09-07T05:39:59.906000+00:00
Original source
In HLSL, the pixel shader entry point must return a `float4` with the semantic `COLOR0` (not just `COLOR`).
In Shader Model 3.0+ and modern HLSL, `tex2D` is deprecated — you’re expected to use a `SamplerState` and `Texture2D`. But since this is from WotLK (fixed-function pipeline era, SM 2.0), `tex2D` is fine.
The multiplication `input.color * alpha` is valid but shorthand — it will only scale RGB and alpha equally. If you want to preserve RGB while adjusting alpha only, you should instead do `input.color.a *= alpha`.
Here’s a corrected shader that should compile under SM2.0 (close to how WoW did it):
```c++
sampler2D tex0 : register(s0);
struct PS_INPUT
{
float4 color : COLOR0;
float2 uv : TEXCOORD0;
};
float4 main(PS_INPUT input) : COLOR0
{
float4 texColor = tex2D(tex0, input.uv);
float alpha = smoothstep(0.45, 0.55, texColor.a);
float4 result = input.color;
result.a *= alpha;
return result;
}
```
If you actually do want to modulate the whole color by the alpha factor (darkening RGB as well), then your original `return input.color * alpha;` is fine — you’d just need to fix the `: COLOR` semantic to `: COLOR0`.
Archived author: Widget • Posted: 2025-09-07T06:32:09.332000+00:00
Original source
<a:peposipjuice:1118003438278672464>
Archived author: Luzifix • Posted: 2025-09-07T06:56:09.830000+00:00
Original source
Which addon is this?