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Re: Fake Light Shafts ( almost done, just a problem )
[Re: Emre]
#440347
04/24/14 06:39
04/24/14 06:39
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Joined: Jan 2012
Posts: 14
1234David
Newbie
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Newbie
Joined: Jan 2012
Posts: 14
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@Ch40zzC0d3r There are to much shader to see the right one... o.O ^^Not really. There are some significant bugs and the shader react after one or two frames when I'm moving the camera in an computer with low performance. @Emre I don't know this project in the picture. But if you mean the demos like "wavefield" there is some code which is compiled or missed like "defines.c", "PP_Helper.c", "material_events.c" and "materials.c".
Last edited by 1234David; 04/24/14 06:50.
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Re: Fake Light Shafts ( almost done, just a problem )
[Re: Emre]
#440372
04/24/14 14:37
04/24/14 14:37
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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the file there is not available, can you re-upload Emre?
Last edited by sivan; 04/24/14 14:37.
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Re: Fake Light Shafts ( almost done, just a problem )
[Re: sivan]
#440376
04/24/14 15:38
04/24/14 15:38
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
User
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User
Joined: Jul 2007
Posts: 619
Turkey, Izmir
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Yes of course! Here we go But remember, if you're gonna use it, you may have to re-organize your other shaders. out Color1 must be black.
//for example your tree or terrain or building shader
void PS_PASS1( in float2 Tex0:TEXCOORD0, out float4 ocolor0 :COLOR0,out float4 ocolor1 :COLOR1 )
{
float4 color = tex2D(ColorMapSampler, Tex0);
ocolor0= color;
ocolor1=float4(0,0,0,1);
}
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