Closed tophf closed 10 years ago
Your effect was always broken on any GPU that didn't do 32-bit per channel floating point textures. For less capable cards the component not only supported R32G32B32A32F but also R10G10B10A2 and R8G8B8A8 integer textures. 0.2.45 removed floating point and 10-bit textures leaving just 8-bit as it's good enough for pretty much any content. Common to both of those is that their range is only positive numbers, interpreted when shading as [0..1] while the floating point texture is [-1..1]. The stock effect has code to fix up this bias and it seems that whoever wrote your effect stripped out the unbias operation.
// alpha 1 indicates biased texture
float4 minmaxrms = tex1D(sTex, tc.x);
minmaxrms.rgb -= 0.5 * minmaxrms.a;
minmaxrms.rgb *= 1.0 + minmaxrms.a;
The shader below is displayed differently after updating from 0.2.40 to 0.2.45 - instead of being centered vertically
only the lower half is drawn at the top:
![pic](https://cloud.githubusercontent.com/assets/1310400/2544224/e932dd8c-b5fc-11e3-951c-08a7244ce9b6.png)