hey, Next week I will release a small collection of the shaders I have written for GS so far.

Rasterization:
-Normal Mapping with unlimited ppl (store light coords in a texture)
-Relief mapping with radiosity and phong illumination (1 light, Dyn. Sunlight)

Shadows:
-Projective sunlight shadow mapping
-Projective multishadowing (handles up to 4 shadows at once per surface)

Misc:
-Single pass, Single stage volumetric rendering (assumes volume to be infinite, clamps density to a specific value).
-SSAO shader
-Sapphire ray tracer (requires an NVIDIA GeForce 8 series and at least 512mb of video card memory (note: this is experimental, results WILL differ on different machines. DON'T use this shader on slower machines, it CAN CAUSE SERIOUS HARDWARE DAMAGE! I'm not responcible for any damages. As long as you have the correct preformance, your gpu is perfectley safe).
-utilizes CUDA technology.

Demos (if I get around to it :P)
-real-time ray-traced room using Sapphire. I still need to tweak the preformance.

These examples and shaders cannot be used in commercial projects*



If you guys like these shaders, I will sell my other works.
I will only release a couple of shaders as examples.
hope you enjoy these next week, Mike

*I will offer commercial versions of these shaders to anyone for a small fee.


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