Error X3000 Syntax Error
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How? 1 year 9 months ago #7 paxton676 Offline Posts: 68 Thank you sweetfx error x3000 syntax error received: 10 Iddqd wrote: sutty73, here link: www.dropbox.com/s/9hafd55zptdei3m/ReShade.rar?dl=0
Sweetfx Error X3004
compiled MasterEffect and SweetFx I love you Thank you UPDATE: It doesn't work for reshade error x3004 me. If you toggle smaa from 0 to 1, you get Reshade errors and doesn't work. C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(700, 12): error reshade compiling effect failed X3000: syntax error, unexpected floating point literal, expecting identifier or symbol name C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(700, 12): error X3025: l-value specifies const object C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(759, 12): error X3000: syntax error, unexpected floating point literal, expecting identifier or symbol name C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(759, 12): error
Reshade Undeclared Identifier
X3025: l-value specifies const object C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1001, 12): error X3000: syntax error, unexpected floating point literal, expecting identifier or symbol name C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1001, 12): error X3025: l-value specifies const object C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1005, 5): error X3025: l-value specifies const object C:\Program Files (x86)\Steam\steamapps\common\Wizardry8\SweetFX/Shaders/SMAA.hlsl(1010, 5): error X3025: l-value specifies const object compilation failed with 8 errors. Last Edit: 1 year 9 months ago by paxton676. The administrator has disabled public write access. SweetFX + MasterEffect , How? 1 year 9 months ago #8 SunBroDave Offline Posts: 201 Thank you received: 174 Simply paste this SweetFX_settings.txt over the one currently in your SweetFX folder https://www.mediafire.com/?qre4y5leelo9wje and then add the following line to ReShade.fx: #include "Sweet.fx" The administrator has disabled public write access. The following user(s) said Thank You: Kurrine Swe
E3 Reshade 17 hours, 52 minutes ago by Sanny SweetFX 2.0 crashes on startup 17 hours, 53 minutes ago by Sanny Forums Troubleshooting Witcher 3 dxgi.fx problem reshade syntax error Witcher 3 dxgi.fx problem Overthinks_Questions Posted 1 year, 4 months ago I recently sweetfx syntax error built a new rig, and put Witcher 3 on it. I am attempting to get Reshade to work, but while the
Mastereffect Reborn
game will start, it fails to compile. The error I get in the debug log is "[filepath]\dxgi.fx (91, 1) error x3000: unexpected 'identifier'" I can't even find where I got a dxgi.fx file http://reshade.me/forum/shader-troubleshooting/41-solved-sweetfx-mastereffect-how?start=6 from, much less how to fix it. I did pop it open for a look-see in Notepad++, but as far as I can tell line 91 looks normal. Overthinks_Questions Posted 1 year, 4 months ago Oh, just found out something, though I don't know how to interpret it. The dxgi.fx specific debug log had this to say: 05/06/2015 02:38:11:572 [02808] | ERROR | Failed to compile effect https://sfx.thelazy.net/forum/troubleshooting/204/ on context 000000000220C110: C:\GOG Games\The Witcher 3 Wild Hunt\bin\x64\dxgi.fx(91, 1): error X3000: syntax error: unexpected 'identifier' Overthinks_Questions Posted 1 year, 4 months ago I just un-installed and re-installed SFX. I finally got the ReShade setup application to run (turns out I needed to update my .NET framework to 4.5.2) and it installed all the SFX components. Here's where things get weird. There is no dxgi.fx file, and the game crashes. If I take a dxgi.fx file from somewhere else (I really don't know where I got the thing, it may have come from my attempting a SweetFX 1.5.1 install) the game does not crash, but I get the "unexpected identifier" error. I'm so lost. Overthinks_Questions Posted 1 year, 4 months ago I have a feeling this is because I haven't updated my C++ redistributable after my recent format. Will check when back home. ninjafada Posted 1 year, 4 months ago in the readme of reshade you have: The only main software requirement are the Visual C++ 2012 Redistributable and the DirectX runtime, which probably are already installed: - https://www.microsoft.com/download/details.aspx?id=30679 - https://www.microsoft.com/download/details.aspx?id=35 You also need .Net Framework 4.5 or higher in case you want to use the setup tool to simpli
here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About http://stackoverflow.com/questions/3080824/hlsl-empty-fx-file-x3000-unexpected-token Us Learn more about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack http://www.ogre3d.org/forums/viewtopic.php?f=2&t=51310 Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up HLSL: Empty fx file: X3000: unexpected token syntax error '{' up vote 6 down vote favorite The following error appears: Test.fx(1,1): error X3000: syntax error: unexpected token '{' Text.fx contains this: Nothing. I also tried it with an effect file that works fine in another test project: float4x4 mWorld; struct TInputVertex { float3 vPosition : POSITION0; float3 vNormal : NORMAL0; float2 vTexCoord : TEXCOORD0; float4 vColor : COLOR0; }; struct TOutputVertex { float4 vPosition : error x3000 syntax POSITION0; float3 vNormal : TEXCOORD1; float4 vColor : COLOR0; }; TOutputVertex vsMain(TInputVertex i) { TOutputVertex o; o.vPosition = mul(float4(i.vPosition, 1), mWorld); o.vColor = i.vColor; o.vNormal = mul(float4(i.vNormal, 1), mWorld).xyz; //o.vColor += pow(dot(normal_world, float3(0, 0, 1)) * 2 + 0.3, 10); return o; } struct TInputFragment { float3 vNormal : TEXCOORD1; float2 vTexCoord : TEXCOORD0; float4 vColor : COLOR0; }; struct TOutputFragment { float4 vColor : COLOR0; }; TOutputFragment psMain(TInputFragment i) { TOutputFragment o; o.vColor = i.vColor; o.vColor += pow(dot(i.vNormal, float3(0, 0, 1)) * 2 + 0.3, 10); return o; } technique mytech { pass p0 { //ShadeMode = Flat; //ZEnable = false; WorldTransform[0] = mWorld; VertexShader = compile vs_1_1 vsMain(); PixelShader = compile ps_2_0 psMain(); } } With the same error as result. Included dx files from the same dx sdk in both projects. Including and linking the same headers and libraries. I literally copied the loading function from the test project. I wrote the entire test project myself. HRESULT res = D3DXCreateEffectFromFile(device, file_name, NULL, NULL, 0, 0, &effect, &error_buffer); Google doesn't turn up with anything like this. I'd really appreciate it if you could remove the dagger from my wetware. Antoon directx hlsl share|improve this question ask
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