X Plane Pixel Shader Download
January 6, 2017 – FIXED!! Just download the all-in-one installer from X-Plane.com and run the update again. It should update a few files and fix . NET framework.
We’ve experienced this before. If you can’t download the update, please email us here.
This is because we won’t be able to email you the update.
We only send download links.
Please don’t suggest that we remove the .NET Framework from X-Plane 11 just to download it.
It’s not so easy.
If you removed the .NET Framework from X-Plane 11 and you are unable to download the update, please email us here.
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I’ve downloaded the source code for the pixel shader with parallelism, and I’ve added some lines to test whether it actually does what it’s supposed to do. I’ve put these lines in the line shader and in the pixel shader.. The pixel shader code is shown below. The vertex shader is left as is. I’ve given it a
The next two lines are where the parallelism is brought in. These are the original lines of the pixel shader code in the Blend.cginc file:
For convenience, I’ve written a complete pixel shader that matches the shaders in the blend file. It’s only 29 lines long, and it could be less, but that’s enough for my purposes:
I’ve written a new shader with the relevant instructions for the new pixel shader. I’ve added in the pixel shader and vertex shader code from the shaders, and I’ve removed the loop to switch the plane. I’ve added the code shown below to the corresponding lines of the pixel shader.. This code does the same thing that the other shader does, which is only render the plane if it’s visible. (Unfortunately I only have one plane, so only 1.5x speedup to get.)
My tests are shown below, a slight blur added to try to show the shader still renders the plane. Both the original shader and my shader get about 1.5x speedup, as expected.
I’ve written another shader to break this out of the class. This shader is effectively a vertex shader that breaks the two triangles into separate triangles. It’s also a bit different than the original shader in that it breaks the triangles in different ways. I’m trying to figure out which geometry the pixel shader is expecting so that I can optimize it to the point that I get the speedup I want. The test code is shown below.
1 2 int[] ColorWand1 = new int [ ]; int[] ColorWand2 = new int [ ]; int[] ColorWand3 = new int [ ]; int ColorWand4 = new int [ ]; void Main () { while (true ) { ColorWand1[ 0 ] = ColorWand1[ 0 ] + 1 ; ColorWand2[ 0 ] = ColorWand2[ 0 ] + 1 ; ColorWand3[ 0 ] = ColorWand3[ 0 ] + 1 ; ColorWand4[ 0 ] = ColorWand4[ 0 ] + 1
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