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Bojote's Shader 3.0 mod for FSX

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Here 3 screenshots of v1.2 , v1.3 and v1.3 with the waves 2x larger.the refelction of v1.3 is good , but I would like to have less sandy shimmering.From lower altitues v1.3 is looking very good.Than a picture from the sea out of a real airplane. That kind of refelction would be nice on high altitues.

5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 -  MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb -  Corsair 5400  case - Corsair 360 liquid cooling set  - 3x 75’ TCL tv.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 

FOV : 200 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

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  • I actually manged to fix the problems that plagued bojote's sm3 in fsx by making a hybrid of default fsx shaders with his files. Most of the shaders are sm3, the others are left at sm2 (full sm2, not

Not wishing to reduce *******'s mojo in any way (this is a great mod, keep up the good work) but I'm not quite sold on the new water in 1.3. I tried it, and then backed it straight out.

Correct, the negative lod bias will make the textures very sharp, but it also means you need to run higher Aniso OR the MIN/MAX detail texture lines above.You can mod the shaders to set the LOD bias back to its normal value for the terrain so you don't get this 'sand' effect, simply go to the ShadersHLSL folder, look inside the Terrain subfolder and open the file called terrain.fhx inside that file, you'll find the LOD bias settings for the texture samplers for Terrain, you'll notice I only modified the BaseTexture sampler, so simple look for the -8 and change it back to either -4, -2 or even 0 which is the default. The setting is called MipMapLodBias and one of them will have a -8 next to it
Thank you. I will set them so that they do not shimmer any more.Gerard, this will stop the shimmering for you as well.

Regards,

Gerhard

 

"I fly because it releases my mind from the tyranny of petty things" (Antoine de Saint-Exupery)

*******,I've just had a look at the files and noticed that you've edited the "MipMapLodBias = -8;" to a few more lines than just the BaseTexture sampler. Here's a comparison of terrain.fhx between sm v.1.3 and the original shaders:Shadersv13.jpgI'm going to change all of them back to the default setting of "(State_MipMapLodBias);" by doing this, am I correct in saying I do not change any of your improvements other than the texture sharpness?

Regards,

Gerhard

 

"I fly because it releases my mind from the tyranny of petty things" (Antoine de Saint-Exupery)

I tried several diffrent settings , amongst them the default settings, but the sandy effect did not go away.Than I found out what to do :It depends on what Wave Animation you use.In REX I always used It's water.That worked fine till I tried v1.3. I got a very sandy effect.Then I tried Clear Lake and everything was improved by 200%. The sandy effect exists , but is much less now. The higher the waves the more sandy effect.There has to be done more testing. Here v1.3 with Clear Lake. The reflecting effects are better in v1.3 ; when the sandy effetc can be solved it will be a winner on my system.

5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 -  MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb -  Corsair 5400  case - Corsair 360 liquid cooling set  - 3x 75’ TCL tv.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 

FOV : 200 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

  • Author
*******,I've just had a look at the files and noticed that you've edited the "MipMapLodBias = -8;" to a few more lines than just the BaseTexture sampler. Here's a comparison of terrain.fhx between sm v.1.3 and the original shaders:Shadersv13.jpgI'm going to change all of them back to the default setting of "(State_MipMapLodBias);" by doing this, am I correct in saying I do not change any of your improvements other than the texture sharpness?
Correct, you are simply changing the LOD bias, thats all..
  • Author
I tried several diffrent settings , amongst them the default settings, but the sandy effect did not go away.Than I find out what to do :It depends on what Wave Animation you use.In REX I always used It's water.That worked fine till I tried v1.3. I got a very sandy effect.Then I tried Clear Lake and everything was improved by 200%. The sandy effect exists , but is much less now. The higher the waves the more sandy effect.There has to be done more testing. Here v1.3 with Clear Lake. The reflecting effects are better in v1.3 ; when the sandy effetc can be solved it will be a winner on my system.
By the way the 'sanding' little 'particles' effect you see, is due to Aniso+Negative LOD bias, I can change this, but want to make 100% sure people don't like it. You can also change this, via 'Waterconstants.XML tweaking, by INCREASING the BumpScaleUV value for MID and HIGH study the WaterConstants.xml file first, it contains (3) sections, it applies effects to water based on your altitude

Thanks for your reply on the settings *******.

By the way the 'sanding' little 'particles' effect you see, is due to Aniso+Negative LOD bias, I can change this, but want to make 100% sure people don't like it. ....
I remember one could set negative lod bias through either nvhardpage (Nvidia) or Ati tray tools (ATI). Not being sure if it can still be done on the current gen vid cards. If so, I would vote for it to be done there and not in the shaders themselves. I remember way back when I had nvidia gpu's , I did not like the effect setting negative lod had either. Seeing that this might be personal it would be good to set it elsewhere no?Realizing I have an old card, it's good to let the majority speak about it being applied or not...

Regards,

Gerhard

 

"I fly because it releases my mind from the tyranny of petty things" (Antoine de Saint-Exupery)

  • Author
I remember one could set negative lod bias through either nvhardpage (Nvidia) or Ati tray tools (ATI). Not being sure if it can still be done on the current gen vid cards. If so, I would vote for it to be done there and not in the shaders themselves. I remember way back when I had nvidia gpu's , I did not like the effect setting negative lod had either. Seeing that this might be personal it would be good to set it elsewhere no?
Gerahrd, doing it in the Shaders allow for greater control, I can decide 'where' to apply specific filters and/or Negative LOD bias, any other way means a 'general' setting, whcih affets other things such as water reflections on runways
Gerahrd, doing it in the Shaders allow for greater control, I can decide 'where' to apply specific filters and/or Negative LOD bias, any other way means a 'general' setting, whcih affets other things such as water reflections on runways
Thanks, your choice makes perfect sense now.

Regards,

Gerhard

 

"I fly because it releases my mind from the tyranny of petty things" (Antoine de Saint-Exupery)

I tried several diffrent settings , amongst them the default settings, but the sandy effect did not go away....
Gerard, did you rebuild your shaders after applying the changes?If I do not rebuild after changing, the previous effect remains.I rebuild them as instructed by ******* with SHADER_CACHE_VERSION=x under the [GRAPHICS] section in your fsx.cfg (replace x with an incrementing number each time you want your shaders rebuild after a change)

Regards,

Gerhard

 

"I fly because it releases my mind from the tyranny of petty things" (Antoine de Saint-Exupery)

Anyone can tell me the default values of fWaveBumpUVScale ( FSX root , WaterConstants.xml )?I accidentely deleted the default one and now only have the modified one. Thanks in advance.

5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 -  MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb -  Corsair 5400  case - Corsair 360 liquid cooling set  - 3x 75’ TCL tv.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 

FOV : 200 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

Anyone can tell me the default values of fWaveBumpUVScale ( FSX root , WaterConstants.xml )?I accidentely deleted the default one and now only have the modified one. Thanks in advance.
Here's the content of the default WaterConstants.xml:
<?xml version="1.0" encoding="UTF-8"?><SimBase.Document Type="WaterConstantFile" version="1,0">	<Descr>AceXML Document</Descr>	<WaterConsts.ConstantSets>		<ConstantSet>			<Shader20>				<fWaveFresnelFactorMin>0.475</fWaveFresnelFactorMin>				<fWaveFresnelFactorMax>0.588</fWaveFresnelFactorMax>			</Shader20>			<Shader30>			</Shader30>			<Wave>			</Wave>			<Shader40WaterClassSet>				<Shader40>					<fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin>					<fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax>					<fSpecularPower>53.384</fSpecularPower>					<fSpecularBoost>1.005</fSpecularBoost>					<fSpecularBlend>0.605</fSpecularBlend>					<fWhiteCapPower>0.844</fWhiteCapPower>					<fWaveBumpUVScale1>3.847</fWaveBumpUVScale1>					<fWaveBumpUVScale2>3.563</fWaveBumpUVScale2>					<fWaveBumpUVScale3>1.822</fWaveBumpUVScale3>					<fWaveBumpUVScaleDetail>4.217</fWaveBumpUVScaleDetail>					<fWaterBumpRotation1>141.516</fWaterBumpRotation1>					<fWaterBumpRotation2>331.488</fWaterBumpRotation2>					<fWaterBumpRotation3>62.388</fWaterBumpRotation3>					<fWaterBumpBlend1>0.757</fWaterBumpBlend1>					<fWaterBumpBlend2>0.751</fWaterBumpBlend2>					<fWaterBumpBlend3>0.567</fWaterBumpBlend3>					<fWaterBumpBlendDetail>0.616</fWaterBumpBlendDetail>					<fWaterBumpWind3>0.599</fWaterBumpWind3>					<fWaterBumpWindDetail>0.497</fWaterBumpWindDetail>					<fTimeX1>-1.283</fTimeX1>					<fTimeX2>-1.423</fTimeX2>					<fTimeX3>1.074</fTimeX3>					<fTimeXDetail>-2.882</fTimeXDetail>					<fTimeY1>1.004</fTimeY1>					<fTimeY2>1.838</fTimeY2>					<fTimeY3>-0.036</fTimeY3>					<fTimeYDetail>2.740</fTimeYDetail>				</Shader40>			</Shader40WaterClassSet>		</ConstantSet>		<ConstantSet>			<Elevation>MID</Elevation>			<Shader20>				<fTimeX2>-1.000</fTimeX2>				<fTimeY2>1.000</fTimeY2>				<fTimeScale2>0.050</fTimeScale2>			</Shader20>			<Shader30>				<fTimeX2>-1.000</fTimeX2>				<fTimeY2>1.000</fTimeY2>				<fTimeScale2>0.050</fTimeScale2>			</Shader30>			<Wave>			</Wave>			<Shader40WaterClassSet>				<Shader40>					<fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin>					<fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax>					<fSpecularPower>69.513</fSpecularPower>					<fSpecularBoost>1.004</fSpecularBoost>					<fSpecularBlend>0.719</fSpecularBlend>					<fWhiteCapPower>0.838</fWhiteCapPower>					<fWaveBumpUVScale1>2.405</fWaveBumpUVScale1>					<fWaveBumpUVScale2>2.405</fWaveBumpUVScale2>					<fWaveBumpUVScale3>1.352</fWaveBumpUVScale3>					<fWaveBumpUVScaleDetail>16.527</fWaveBumpUVScaleDetail>					<fWaterBumpRotation1>141.516</fWaterBumpRotation1>					<fWaterBumpRotation2>330.804</fWaterBumpRotation2>					<fWaterBumpRotation3>62.388</fWaterBumpRotation3>					<fWaterBumpRotationDetail>156.024</fWaterBumpRotationDetail>					<fWaterBumpBlend1>0.751</fWaterBumpBlend1>					<fWaterBumpBlend2>0.746</fWaterBumpBlend2>					<fWaterBumpBlend3>0.723</fWaterBumpBlend3>					<fWaterBumpBlendDetail>0.000</fWaterBumpBlendDetail>					<fWaterBumpWind3>0.595</fWaterBumpWind3>					<fWaterBumpWindDetail>0.000</fWaterBumpWindDetail>					<fTimeX1>-0.869</fTimeX1>					<fTimeX2>-1.006</fTimeX2>					<fTimeX3>0.727</fTimeX3>					<fTimeXDetail>0.659</fTimeXDetail>					<fTimeY1>0.727</fTimeY1>					<fTimeY2>1.214</fTimeY2>					<fTimeY3>-0.036</fTimeY3>					<fTimeYDetail>-2.185</fTimeYDetail>				</Shader40>			</Shader40WaterClassSet>		</ConstantSet>		<ConstantSet>			<Elevation>HIGH</Elevation>			<Shader20>				<fTimeX2>-1.000</fTimeX2>				<fTimeY2>1.000</fTimeY2>				<fTimeScale2>0.050</fTimeScale2>			</Shader20>			<Shader30>				<fTimeX2>-1.000</fTimeX2>				<fTimeY2>1.000</fTimeY2>				<fTimeScale2>0.050</fTimeScale2>			</Shader30>			<Wave>			</Wave>			<Shader40WaterClassSet>				<Shader40>					<fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin>					<fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax>					<fSpecularPower>69.513</fSpecularPower>					<fSpecularBoost>1.004</fSpecularBoost>					<fSpecularBlend>0.719</fSpecularBlend>					<fWhiteCapPower>0.844</fWhiteCapPower>					<fWaveBumpUVScale1>1.248</fWaveBumpUVScale1>					<fWaveBumpUVScale2>1.248</fWaveBumpUVScale2>					<fWaveBumpUVScale3>0.674</fWaveBumpUVScale3>					<fWaveBumpUVScaleDetail>0.100</fWaveBumpUVScaleDetail>					<fWaterBumpRotation1>141.516</fWaterBumpRotation1>					<fWaterBumpRotation2>328.752</fWaterBumpRotation2>					<fWaterBumpRotation3>62.388</fWaterBumpRotation3>					<fWaterBumpRotationDetail>0.000</fWaterBumpRotationDetail>					<fWaterBumpBlend1>0.746</fWaterBumpBlend1>					<fWaterBumpBlend2>0.746</fWaterBumpBlend2>					<fWaterBumpBlend3>0.682</fWaterBumpBlend3>					<fWaterBumpBlendDetail>0.000</fWaterBumpBlendDetail>					<fWaterBumpWind3>0.595</fWaterBumpWind3>					<fWaterBumpWindDetail>0.023</fWaterBumpWindDetail>					<fTimeX1>-0.728</fTimeX1>					<fTimeX2>-0.798</fTimeX2>					<fTimeX3>0.589</fTimeX3>					<fTimeXDetail>-1.000</fTimeXDetail>					<fTimeY1>0.312</fTimeY1>					<fTimeY2>0.935</fTimeY2>					<fTimeY3>-0.036</fTimeY3>					<fTimeYDetail>1.000</fTimeYDetail>				</Shader40>			</Shader40WaterClassSet>		</ConstantSet>	</WaterConsts.ConstantSets></SimBase.Document>

Regards,

Gerhard

 

"I fly because it releases my mind from the tyranny of petty things" (Antoine de Saint-Exupery)

<fWaveBumpUVScale1> 3.847 </fWaveBumpUVScale1><fWaveBumpUVScale2> 3.563 </fWaveBumpUVScale2><fWaveBumpUVScale3> 1.822 </fWaveBumpUVScale3>Gerhard,Can you confirm that these are the default settings as my default settings where way lower as far as I remember ( 08.-1.8 )

5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 -  MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb -  Corsair 5400  case - Corsair 360 liquid cooling set  - 3x 75’ TCL tv.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 

FOV : 200 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

Hmmm, you got me thinking now....It's the file I backed up before I started out with the shader mods. I do have REX installed and if REX changes that file, it would have been changed from a virgin FSX install... do you have REX installed? If so, it might be a matter of setting the theme you had before changing the files.

Regards,

Gerhard

 

"I fly because it releases my mind from the tyranny of petty things" (Antoine de Saint-Exupery)

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