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  1. hey guys i got problem in shader i wanna put anti-alias in dxdrawcircle but its give me error please guys i need help i really tired to fix that and i don't know shader shader: float sCircleHeightInPixel = 100; float sCircleWidthInPixel = 100; float sBorderWidthInPixel = 10; float sAngleStart = -3.14; float sAngleEnd = 3.14; float4x4 gWorldViewProjection : WORLDVIEWPROJECTION; struct VSInput { float3 Position : POSITION0; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PSInput { float4 Position : POSITION0; float4 Diffuse : COLOR0; float4 Diffuse2 : COLOR1; float2 TexCoord : TEXCOORD0; float2 Settings : TEXCOORD1; }; float4 PixelShaderFunction(float4 Diffuse : COLOR0, float2 TexCoord : TEXCOORD0) : COLOR0 { float2 uv = float2( TexCoord.x, TexCoord.y ) - float2( 0.5, 0.5 ); float angle = atan2( -uv.x, uv.y ); // -PI to +PI if ( sAngleStart > sAngleEnd ) { if ( angle < sAngleStart && angle > sAngleEnd ) return 0; } else { if ( angle < sAngleStart || angle > sAngleEnd ) return 0; } // Calc border width to use float2 vec = normalize( uv ); float CircleRadiusInPixel = lerp( sCircleWidthInPixel, sCircleHeightInPixel, vec.y * vec.y ); float borderWidth = sBorderWidthInPixel / CircleRadiusInPixel; // Check if pixel is inside circle float dist = sqrt( dot( uv, uv ) ); if ( ( dist > 0.5 ) || ( dist < 0.5 - borderWidth ) ) return 0; else return Diffuse; } technique tec0 { pass P0 { PixelShader = compile ps_2_0 PixelShaderFunction(); } } PSInput VertexShaderFunction(VSInput VS) { PSInput PS = (PSInput)0; PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection); int bAntialias = floor(VS.Diffuse.a*255+0.5)%2; int bTwoColors = floor(VS.Diffuse.a*127+0.5)%2; [branch] if(bTwoColors == 1){ float aComp = floor(VS.Diffuse.a*63+0.5)%64;; PS.Diffuse = float4((floor(VS.Diffuse.rgb*15+0.5)%16)/15, (aComp%8)/7); PS.Diffuse2 = float4(floor((VS.Diffuse.rgb*255+0.5)%16)/15, ((aComp/8)%8)/7); } else { PS.Diffuse = float4(VS.Diffuse.rgb, floor(VS.Diffuse.a*63+0.5)%64/63); PS.Diffuse2 = PS.Diffuse; } PS.TexCoord = VS.TexCoord; PS.Settings = float2(bTwoColors,bAntialias); return PS; } float4 PixelShaderFunction(PSInput PS) : COLOR0 { const float dist = length(PS.TexCoord*2-1); float4 color = PS.Settings.x > 0.5 ? lerp(PS.Diffuse, PS.Diffuse2, dist) : PS.Diffuse; if (PS.Settings.y < 0.5){ return dist <= 1 ? color : float4(0,0,0,0); } return float4(color.rgb, smoothstep(1, 1 - fwidth(dist) * 2, dist)*color.a); } technique Technique1 { pass Pass1 { SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_3_0 VertexShaderFunction(); } } client local floor = math.floor function fromColor(col) local r,g,b,a b = col%256 g = floor(col/0x100)%256 r = floor(col/0x10000)%256 a = floor(col/0x1000000)%256 return r,g,b,a end function dxDrawShaderCircle( x, y, width, height, color1, color2, angleStart, angleSweep, borderWidth, antialiasing) local shaderColCache = {} height = height or width color = color or tocolor(255,255,255) borderWidth = borderWidth or 1e9 angleStart = angleStart or 0 angleSweep = angleSweep or 360 - angleStart if ( angleSweep < 360 ) then angleEnd = math.fmod( angleStart + angleSweep, 360 ) + 0 else angleStart = 0 angleEnd = 360 end x = x - width / 2 y = y - height / 2 if not circleShader then circleShader = dxCreateShader ( "circle.fx" ) end assert(type(color1) == "number", "Expected number as color argument to dxDrawCircleShader") if (not color2) or (color2 == color1) then color2 = "def" end local finColor local col1 = shaderColCache[color1] if col1 then local col2 = col1[color2] if col2 then finColor = col2 end end if not finColor then shaderColCache[color1] = shaderColCache[color1] or {} local twoColors = (color2 ~= "def") if twoColors then local r1,g1,b1,a1 = fromColor(color1) local r2,g2,b2,a2 = fromColor(color2) local finR = floor((r1/256)*16)*16 + floor((r2/256)*16) local finG = floor((g1/256)*16)*16 + floor((g2/256)*16) local finB = floor((b1/256)*16)*16 + floor((b2/256)*16) local finA = floor((a1/256)*8)*32 + floor((a2/256)*8)*4 + 2 finColor = tocolor( finR, finG, finB, finA ) else local r,g,b,a = fromColor(color1) local finA = (floor((a/256)*64)*4)%256 finColor = tocolor( r,g,b, finA ) end shaderColCache[color1][color2] = finColor end local antialiasComp = 16777216 if not antialias then antialiasComp = 0 end finColor = finColor + antialiasComp dxSetShaderValue ( circleShader, "sCircleWidthInPixel", width ); dxSetShaderValue ( circleShader, "sCircleHeightInPixel", height ); dxSetShaderValue ( circleShader, "sBorderWidthInPixel", borderWidth ); dxSetShaderValue ( circleShader, "sAngleStart", math.rad( angleStart ) - math.pi ); dxSetShaderValue ( circleShader, "sAngleEnd", math.rad( angleEnd ) - math.pi ); dxDrawImage( x, y, width, height, circleShader, 0, 0, 0, color ) end addEventHandler("onClientRender",root, function() dxDrawShaderCircle(500,400,100,height,tocolor(0,0,255),tocolor(0,0,255),0,360,3,1) end ) i rlly tired to fix that :~