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VirtualZer0 avatar VirtualZer0 commented on June 28, 2024 1

Glad the problem is fixed. Tomorrow I will release an update with this fix. Thanks for the help.

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VirtualZer0 avatar VirtualZer0 commented on June 28, 2024

Looks like the old shader bug is back. It is very specific and occurs only on certain hardware. To fix it, i will need someone who can help with testing it on their PC.

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danielhrt avatar danielhrt commented on June 28, 2024

I know how to code a little in lua, I can try to find the problem, do you have an indication for the main or the script file to tell me where the problem can come from? Or at least where was the old shaders bug

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VirtualZer0 avatar VirtualZer0 commented on June 28, 2024

You need the shaders.xml file in the mod folder. Remove one shader at a time from this file until the black screen disappears.

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VirtualZer0 avatar VirtualZer0 commented on June 28, 2024

And just in case, let me know the characteristics of your hardware.

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danielhrt avatar danielhrt commented on June 28, 2024

winows 10
CPU : 5700X
GPU : 6600XT 8Go
Ram : viper steel 2x8Go

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danielhrt avatar danielhrt commented on June 28, 2024

I found the problem is this part of shaders.xml

varying vec3 PositionOut; varying vec4 RenderDataOut; varying float ScaleOut; varying float TimeOut; void main(void) { RenderDataOut = RenderData; PositionOut = Position; ScaleOut = Scale; TimeOut = Time; Color0 = Color; TexCoord0 = TexCoord; gl_Position = Transform * vec4(Position.xyz, 1.0); } ]]> </vertex> <fragment> <![CDATA[ varying lowp vec4 Color0; varying mediump vec2 TexCoord0; uniform sampler2D Texture0; varying lowp vec4 RenderDataOut; varying lowp float ScaleOut; varying lowp float TimeOut; varying lowp vec3 PositionOut; void main(void) { vec4 tintColor = Color0 * texture2D(Texture0, TexCoord0); vec4 color = Color0 * texture2D(Texture0, TexCoord0); float screenPosX = PositionOut.x/RenderDataOut.x * ScaleOut; float screenPosY = PositionOut.y/RenderDataOut.y * ScaleOut; if (TimeOut > 0) { tintColor.r *= sin(TimeOut * 0.0432f)*2; tintColor.g *= sin(TimeOut * 0.0376f)*2; tintColor.b *= sin(TimeOut * 0.0231f)*2; } color.rgb = color.rgb + (smoothstep(0.1,0.9, screenPosX - .7) * tintColor.rgb); color.rgb = color.rgb + (smoothstep(0.1,0.9, .3 - screenPosX) * tintColor.rgb); color.rgb = color.rgb + (smoothstep(0.1,0.9, screenPosY - .7) * tintColor.rgb); color.rgb = color.rgb + (smoothstep(0.1,0.9, .3 - screenPosY) * tintColor.rgb); gl_FragColor = color; } ]]> </fragment> </shader>

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VirtualZer0 avatar VirtualZer0 commented on June 28, 2024

Okay, now turn the shader back on, start the game, and start a new run. After that, log out and send your log.txt, which is located here: C:\Users\username\Documents\My Games\Binding of Isaac Afterbirth+

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danielhrt avatar danielhrt commented on June 28, 2024

log.txt

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danielhrt avatar danielhrt commented on June 28, 2024

[INFO] - Failed to compile fragment shader. Errors -
WARNING: 0:119: '#extension' : extension not supported: GL_ARB_texture_query_levels
WARNING: 0:120: '#extension' : extension not supported: GL_ARB_fragment_layer_viewport
ERROR: 0:19: 'floating-point suffix' : not supported for this version or the enabled extensions
ERROR: 0:19: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

If you prefered that is the error

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VirtualZer0 avatar VirtualZer0 commented on June 28, 2024

Try to remove all "f" from

if (TimeOut > 0) {
tintColor.r *= sin(TimeOut * 0.0432f)*2;
tintColor.g *= sin(TimeOut * 0.0376f)*2;
tintColor.b *= sin(TimeOut * 0.0231f)*2;
}

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danielhrt avatar danielhrt commented on June 28, 2024

Is that enable is just the letter "f" who crash the shaders, thanks you

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