TGMs Shader Package[C++/GLSL]
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
TGMs Shader Package[C++/GLSL]
Hi,
After messing around with shaders a little bit, I think, i gonna release the results.
This are mainly Post Process Effects, but there is even a Goodlooking Lava Shader, and some WorkInProgress Stealth Shader(looks cool, but unforunably even if there should be a wall or stuff in the way^^)..
In the zip there are precompiled Demos and the source for every effect.
Furthermore there are main cpps, which show how to use the shaders(commented.. a little bit ).
Ok a List of the shaders:
Blur
Radial Blur
Motion Blur
Bloom
Inverting
Coloring/Saturation
Lava
stealth(WIP)
and now a few Images:
Lava:
Stealth:
Blur:
Radial Blur:
Motion Blur:
Bloom:
Invert:
and coloring and saturation
Hope you like the Shaders! Here´s the Link:
http://rapidshare.com/files/28934132/TG ... k.rar.html
greetz TGM
After messing around with shaders a little bit, I think, i gonna release the results.
This are mainly Post Process Effects, but there is even a Goodlooking Lava Shader, and some WorkInProgress Stealth Shader(looks cool, but unforunably even if there should be a wall or stuff in the way^^)..
In the zip there are precompiled Demos and the source for every effect.
Furthermore there are main cpps, which show how to use the shaders(commented.. a little bit ).
Ok a List of the shaders:
Blur
Radial Blur
Motion Blur
Bloom
Inverting
Coloring/Saturation
Lava
stealth(WIP)
and now a few Images:
Lava:
Stealth:
Blur:
Radial Blur:
Motion Blur:
Bloom:
Invert:
and coloring and saturation
Hope you like the Shaders! Here´s the Link:
http://rapidshare.com/files/28934132/TG ... k.rar.html
greetz TGM
Last edited by TheGameMaker on Mon May 07, 2007 6:12 pm, edited 1 time in total.
Whoa... awesome!
Last edited by Virion on Wed May 02, 2007 10:37 am, edited 1 time in total.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Hosted at FileFront:
http://files.filefront.com/TGMs_ShaderP ... einfo.html
Long time no login into my filefront account lol. By the way I found my speedtree setup in my filefront account... almost forget about it. Anyone who need it can download from my account.
http://files.filefront.com/TGMs_ShaderP ... einfo.html
Long time no login into my filefront account lol. By the way I found my speedtree setup in my filefront account... almost forget about it. Anyone who need it can download from my account.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
No problem.TheGameMaker wrote:yeah. Thx for uploading it!
Anyway, I like all the shaders very much especially "coloring and saturation". It can make the scene looks more realistic. Well, looking forward to your stealth shader. Keep it up!
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
Anyway, I like all the shaders very much especially "coloring and saturation". It can make the scene looks more realistic. Very Happy Well, looking forward to your stealth shader.
yeah.. some slightly coloration makes a scene look much more realisitc...
the stealthshader... thats aproblem.. since Irrlich won´t allow me to access the depthbuffer of the first RT nor access to the alphachanel I would have to render the whole scenen twice...
yeah.. some slightly coloration makes a scene look much more realisitc...
the stealthshader... thats aproblem.. since Irrlich won´t allow me to access the depthbuffer of the first RT nor access to the alphachanel I would have to render the whole scenen twice...
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
In "PostProcessInvert.h" (and a few others) you have vertToonShader and fragToonShader as your shader names. Coincidently those are the names I used for my shaders in my ToonShader demo. Very curious.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
THEY LOOK GREAT! Just what I need for my game.
Can't wait for the stealth shader to be finished
you said that the stealth effect appears through walls, maybe you could use stencil buffer? or copy the zbuffer and apply only to 'equal' depths on the model. This is just a few ideas. I don't know much about shaders.
Can't wait for the stealth shader to be finished
you said that the stealth effect appears through walls, maybe you could use stencil buffer? or copy the zbuffer and apply only to 'equal' depths on the model. This is just a few ideas. I don't know much about shaders.
pushpork
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- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
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yeah.. thats right! Ive read your tut, and copied the material loading^^In "PostProcessInvert.h" (and a few others) you have vertToonShader and fragToonShader as your shader names. Coincidently those are the names I used for my shaders in my ToonShader demo. Very curious. Razz
(i think, thats no problem, right??)
@JPulham.. that would be the best solution but unfortunably irrlicht onn´t let me do this..
It's not a major problem but I always try and credit stuff I've used. I may inadvertently miss some things from time-to-time but at least I try.TheGameMaker wrote:yeah.. thats right! Ive read your tut, and copied the material loading^^In "PostProcessInvert.h" (and a few others) you have vertToonShader and fragToonShader as your shader names. Coincidently those are the names I used for my shaders in my ToonShader demo. Very curious. Razz
(i think, thats no problem, right??)
One of the worst offenders was a guy who copied mine & DeusXL's code from the snippets section and passed it off as his own. I replied with something along the lines of that it seemed familiar and he deleted the whole topic and vanished - caught red-handed, I think.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781