TGMs Shader Package[C++/GLSL]

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.

Postby lukrop » Wed Aug 29, 2007 10:34 am

first of all: very nice work :shock: :)

but, i've got problems with the bluring demos, im running gentoo linux and if i compile the motion blur demo for example i just see a black screen, if i compile the radial blur example there are some small colored lines to the center of the window, maybe i compile it wrong...

Code: Select all
g++ *.h *.cpp -lIrrlicht -lpng -ljpeg -lGL -lGLU -lXxf86vm -lXext -lX11 -o main

the bloom demo works excellent...

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Postby hybrid » Wed Aug 29, 2007 12:12 pm

Don't compile headers and don't link against libpng nad libjpeg. But if compiling would be a problem the compiler would have told you. It's usually a problem with shader support.
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Postby Nadro » Mon Sep 03, 2007 11:57 am

Good Work:) It's very good stuff:)
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Postby gammaray » Tue Sep 11, 2007 12:37 pm

TGM, did you happen to test the shader code with latest Irrlicht SVN? I'm having difficulties to get it running on 1.4alpha. If you could take a look on the problem, I'd be grateful:) Anyway, keep up the good work:)
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Postby TheGameMaker » Thu Sep 13, 2007 5:59 pm

first of all: I´m sorry for not answering that long.. Had some problems with Inet, and since I got a lot of tests and stuff in school I got not that much time for programming games..
Thats a true problem.. I´m not shure hwo to fix it, but I think its because RenderToTexture doesn´t use antialiasing..
About the SVN thingy: Unfortunably I´m not in Programming games at the moment, (as I already said) and I´m afraid I will not find time to test it. sry...
But they should work with any version of Irrlicht.. (at least the shadercode itself)
greetz TGM
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Postby bitplane » Wed Sep 19, 2007 5:32 pm

Tested on 1.4a today after changing the opengl render target flipping stuff.

Lava has a missing constructor in the callback, resulting in huge values for "time" when not compiled in debug mode. As far as I can see, all the others look fine :)

Nice shaders there, I specially like glass and lava ones. Does sio2's glass shader have the wall problem?
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Postby TheGameMaker » Thu Sep 20, 2007 1:34 pm

I never tried sios one.. But it is possible to get rid of it (with irrspintz I think..) all you would have to do would be to access the zBuffer.. (argl.. why can´t irrlicht do that??)
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Postby omaremad » Thu Sep 20, 2007 9:40 pm

Irrlicht has half complete renderbuffer code for depth textures(only 1 geometry transform is needed), pm me for the complete code, i only coded it in opengl though.
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If you want modern rendering techniques learn how to make them or go to the engine next door =p
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Postby Cutler001 » Sat Sep 29, 2007 6:02 pm

Hi, I have just converted first of the effects to the CP with c#.I have just the blur effect, but more will come.Here is first screenshot.
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Postby jingquan » Fri Oct 12, 2007 5:10 am

Hello TGM,

do you have any similar shaders in hlsl? Perhaps there's a tool that converts glsl to hlsl. Could anyone guide me on this. Thanks.
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Postby TheGameMaker » Fri Oct 12, 2007 4:30 pm

nope.. unfortunably not. (neither, nor)
There are two problems about HLSL
1) I'm not able to use it (well, that could be changed..)
2) I don' like it^^

so well, maybe you could programm your game using ogl, and everyone would be happy (especially Linux users^^)
I thing a few of them has been converted to HLSL, but not all..
There is no way to convert HLSL to GLSL that simple... sry..
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Postby Virion » Sun Oct 28, 2007 6:46 am

2) I don' like it^^

lol a good reason indeed. :p

so well, maybe you could programm your game using ogl, and everyone would be happy (especially Linux users^^)

yeap I'll be happy too. ^^ (linux user)
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Postby belfegor » Mon Oct 29, 2007 11:01 am

Virion wrote:lol a good reason indeed. :p

And what is that reason?
Whats wrong with HLSL?
Small FPS demo made using Irrlicht&NewtonDEMO
Its at very early stage but i think im crazy enough to finish it all alone.
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Postby BlindSide » Tue Oct 30, 2007 5:01 am

Its easy to convert HLSL to GLSL, but not the other way round. This is because GLSL has certain programming features not present in HLSL (Though Im not sure which because I am more familiar with HLSL)

Anyway its really not that hard to convert this shader though..
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Postby paddy » Wed Nov 07, 2007 6:55 am

Hi TGM !

I'm also impressed by your shaders and wanted to use the Bloom shader
in my little solar system simulation. I'm workin' on 2 different pc's... my
desktop one has no problem to draw your FX but my notebook only shows
the following screenshot (for every example in your package):


the graphiccard is capable of RTT etc. I don't know where the problem is
(looked via Everest Home through the OpenGL capabilities and all of them are
supported)... OpenGL Version is 1.4 20.00.01i

I also pn'ed you @Irrlicht3D German Community Forum, would be nice
to talk a bit via icq. :)

many greets
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