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Re: Sehr gute Shader-Seite / Very good shader site [Re: Poison] #204950
05/02/08 16:12
05/02/08 16:12
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
 Quote:
Dynamic cube is this possible with GS?


Yes! You will need the rtt-feature (A6Pro or A7Com/Pro).

It would be very cool if a shader expert could translate these shaders, so that we can use it in GS.

Thanks!

Dark_Samurai


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Re: Sehr gute Shader-Seite / Very good shader site [Re: Dark_samurai] #204962
05/02/08 17:48
05/02/08 17:48
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Joined: Jul 2004
Posts: 1,710
god bless shaders

Re: Sehr gute Shader-Seite / Very good shader site [Re: MMike] #204963
05/02/08 17:50
05/02/08 17:50
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
though it would be cool, if you could place 6 cameras on the center of the object you want to reflect, and then with that 6 cam,s convert directly in real time, for a cube mapping, and the shader will get that 6 cameras as the projection for the reflection, i saw something like that in Tomb Raider Angel of darkness making up.

Re: Sehr gute Shader-Seite / Very good shader site [Re: Dark_samurai] #205046
05/03/08 11:47
05/03/08 11:47
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
@ Dark_samurai:

Well, if you are having a hard time implanting it via asm, you can still apply for the specular effect in HLSL done by Exessus. It's very very easy to use/implant in comparaison to the asm version and I reckon that it even looks way better ;\) ;\)

Cheers

Frazzle


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Re: Sehr gute Shader-Seite / Very good shader site [Re: frazzle] #205053
05/03/08 13:18
05/03/08 13:18
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline OP
Member
Timothy  Offline OP
Member

Joined: Apr 2007
Posts: 141
Germany
Hi,
I tried it again and tested it in the shaderviewer. All was black...
But there's at least no error



technique bump
{
pass p0
{
pixelShader=
asm
{
ps.1.1

; c0 - ambient color
; c1 - diffuse color
; c2 - specular color

tex t0 ; base texture
tex t1 ; normal map
tex t2 ; Cubic Normalized L vector
tex t3 ; Cubic Normalized H vector

dp3_sat r1, t1_bx2, t3_bx2 ; N.H

dp3_sat r0.rgb, t1_bx2, t2_bx2 ; N.L
+mul r0.a, r1.a, r1.a ; N.H^2

mad r0.rgb, r0, c1, c0 ; D*N.L + A
+mul r0.a, r0.a, r0.a ; N.H^4

mul r0.rgb, r0, t0 ; (D*N.L + A)*Base
+mul r0.a, r0.a, r0.a ; N.H^8

mul r0.a, r0.a, r0.a ; N.H^16
mul r0.a, r0.a, r0.a ; N.H^32
mad r0.rgb, r0.a, c2, r0 ; S*N.H^32 + (D*N.L + A)*Base
};
}
}

Re: Sehr gute Shader-Seite / Very good shader site [Re: Timothy] #205120
05/04/08 09:54
05/04/08 09:54
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
 Quote:
Well, if you are having a hard time implanting it via asm, you can still apply for the specular effect in HLSL done by Exessus.


Where can I find this shader? I couldn't find it in the wiki or acknex unlimited.

Thanks!


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get free version
Re: Sehr gute Shader-Seite / Very good shader site [Re: Dark_samurai] #205139
05/04/08 12:01
05/04/08 12:01
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Look at aum 69, there is a shader workshop which explains the use of specular lighting ;\) ;\)

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
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