Shader Index

Posted By: Rhuarc

Shader Index - 12/13/03 01:55

Here's an index where you can post links to new shaders you have submitted. Please post a link to the topic and a description of it. If you update the shader, you may post again stating the new features and version number. Only post if there is an available, working code within, or linked to within, the topic. This is to make it easier to find specific things in this forum for others that are not as heavily involved with the discussions. Please do not post comments or other messages in this thread.
Posted By: ello

Re: Shader Index - 12/19/03 17:26

is that what you mean?
massive shader compilation !
Posted By: oliver2s

Re: Shader Index - 01/17/04 21:09

Here is a Dot3 Bump Mapping Shader. Needs only Vertexshader 1.0 and no Pixelshader.
Posted By: Marco_Grubert

Re: Shader Index - 02/03/04 10:58

Fur shader vs1.1, ps1.4 (not tested) :

http://www.coniserver.net/ubbthreads/sho...2655#Post342718
Posted By: M3PHiSTOPH3L3S

Animated Bubble Shader - 02/03/04 13:40

Click here for thread.
Click here to goto my downloads.
Posted By: Drew

Re: Shader Index - 02/06/04 14:22

Ventilator's Simple Toon Shader:

http://www.coniserver.net/ubbthreads/sho...;o=&fpart=1

His other shaders...Fur..hatching...terrain...grass...(shader wiki)
http://www.inode.at/baop/wiki/index.php?ShaderWiki



Posted By: Steempipe

Terrain MultiTex Shader using Pixel Shader 1.4 - 02/06/04 19:17

This version of the terrain multitexturing shader needs at least Pixel Shader v1.4 and uses Vertex Shader 1.1.

Terrain Multitexturing Shader for PS 1.4

The idea with it is to allow the use of more than (3) textures and using all channels of the alpha TGA seperately to map out and blend the textures.

I have only tested it on the setup in my signature.
Posted By: Drew

Re: Terrain MultiTex Shader using Pixel Shader 1.4 - 02/06/04 20:55

Grass Shader trick (Fur shader used on Terrain)

http://www.coniserver.net/ubbthreads/sho...&PHPSESSID=


Posted By: Drew

Re: Terrain MultiTex Shader using Pixel Shader 1.4 - 09/13/04 03:58

Normal Mapping/per pixel lighting shader & tutorial

http://www.coniserver.net/ubbthreads/sho...;fpart=1#403149
Posted By: Drew

Re: Terrain MultiTex Shader using Pixel Shader 1.4 - 09/13/04 04:00

Envmap HLSL ---->>> vs_ps_1_1
by Steempipe
DX9 version of A6 required (beta)

http://www.coniserver.net/ubbthreads/sho...;fpart=1#427310



Posted By: Drew

different bumpy glass styles - 09/13/04 04:02

different bumpy glass styles
by ello
DX9 version of A6 required (beta)

http://www.coniserver.net/ubbthreads/sho...;fpart=1#427217


Posted By: Drew

Re: different bumpy glass styles - 09/13/04 04:04

Water HLSL work in process.
by Nardulus
DX9 version of A6 required (beta)

http://www.coniserver.net/ubbthreads/sho...;fpart=1#426713




Posted By: Drew

hlsl glass adaption from rendermonkey - 09/13/04 04:07

hlsl glass adaption from rendermonkey
by ello
DX9 version of A6 required (beta)

http://www.coniserver.net/ubbthreads/sho...;fpart=1#426054



Posted By: Drew

Env- & Specular Bumpmapping DX9 - 09/13/04 04:09

Env- & Specular Bumpmapping DX9
by oliver2s
DX9 version of A6 required (beta)

http://www.coniserver.net/ubbthreads/sho...;fpart=1#425800



Posted By: Drew

Working texture projectors :) - 09/13/04 04:11

Working texture projectors
by Matt_Aufderheide

http://www.coniserver.net/ubbthreads/sho...;fpart=1#423806



Posted By: Drew

Alpha Masked/Transparent Cubemaps - 09/13/04 04:12

Alpha Masked/Transparent Cubemaps
by Steempipe

http://www.coniserver.net/ubbthreads/sho...;fpart=1#422582



Posted By: Rhuarc

Re: Shader Index - 10/17/04 12:15

HLSL Normalmapping shader (VS1.1 PS1.4)
http://www.coniserver.net/ubbthreads/sho...;fpart=1#438601
Posted By: oliver2s

Re: Shader Index - 01/18/05 07:01

Refraction Shader

Requirements:
Shader 2.0, A6.31 Pro
Posted By: mpde

Re: Shader Index - 04/20/05 18:07

Hallo.

die links sind alle tod... bringt das mal in ordnung, oder ist das nur bei mir so?

mpde
Posted By: Bird

Re: Shader Index - 04/20/05 19:46

das ist, weil die links zum alten Forum führen. Du musst conitecserver.com durch coniserver.net ersetzen.. glaub ich..
Posted By: Sjoerd

Re: Shader Index - 04/20/05 19:48

The links link to the old server. When you change www.conitecserver.com into www.coniserver.net then the links work. But, best is that a mod changes the links.

You beat me Bird...
Posted By: oliver2s

Re: Shader Index - 04/20/05 19:57

I've edited all URLs in this thread from the old forum server URL to the new one.
Posted By: zefor

Re: Shader Index - 12/15/05 14:31

Updated bubble shader.

MATERIAL mat_bubbles
{
flags = tangent;

effect
"
float4 vecFog;
float4 vecLightPos[8];
float4 vecLightColor[8];
float3 vecFalloff = float3(0.f, 0.f, 2.f);
float4 vecSunDir;
float4 vecSunDiffuse = float4(200.f/255.f, 200.f/255.f, 200.f/255.f, 1.f);

matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;

float4 DoSunLight(float3 N)
{
// modulate the sunlight by the surface angle
return vecSunDiffuse * dot(N,-vecSunDir);
}

float DoFog(float3 Pos)
{
// convert the vector position to view space to get it's depth (.z)
float3 P = mul(Pos,matWorldView);
// apply the linear fog formula
return saturate((vecFog.y-P.z) * vecFog.z);
}




float4 DoPointLight(float3 P, float3 N, int i)
{
// calculate the light ray pointing from the light to the surface
float3 D = (float3)vecLightPos-P;
// calculate the angle between surface and light ray
float NdotL = dot(N,normalize(D));
// modulate the light by the surface angle
float4 Color = vecLightColor * NdotL;

// calculate the light attenuation factor, DX uses a really strange formula here
float fac = 0.f;
if (NdotL >= 0.f && vecLightPos.w > 0.f)
{
// get the distance factor
float LD = length(D)/vecLightPos.w;
#ifdef DXLIGHTING
if (LD < 1.3f)
fac = 1.f/(vecFalloff.x + vecFalloff.y*LD + vecFalloff.z*LD*LD);
#else // linear Lighting
if (LD < 1.f)
fac = 1.f - LD;
#endif
}
return Color * fac;
}



texture entSkin1;
texture entSkin2;

vector vecSkill41;


struct VS_OUT // Output to the pixelshader fragment
{
float4 Pos : POSITION;
float4 Color: COLOR0;
float Fog: FOG;

};


VS_OUT Test_VS(

float4 inPos : POSITION,
float3 inNormal : NORMAL)
{
VS_OUT Out;

// transform the vector position to screen coordinates
Out.Pos = mul(inPos,matWorldViewProj);

// transform the normal and the position
float3 N = normalize(mul(inNormal,matWorld));
float3 P = mul(inPos,matWorld);
// Add ambient and sun light
Out.Color = vecSkill41.w + DoSunLight(N);
// Add 6 dynamic lights (maximum for vs 1.1)
for (int i=0; i<6; i++)
Out.Color += DoPointLight(P,N,i);
// Add fog
Out.Fog = DoFog(inPos);

// convert texture coordinates or do other stuff


return Out;
}

technique bubbles
{
pass p0
{
Texture[0] = <entSkin1>; //basemap
Texture[1] = <entSkin2>; //cubemap


VertexShaderConstant[0] = {0.0,0.5,1.0,2.0};
VertexShaderConstant[1] = {4.0f, 1.570909f,3.141818f, 6.283636f} ;
VertexShaderConstant[2] = {1.0f,-1.0f/6.0f, 1.0f/120.0f, -1.0f/5040.0f};
VertexShaderConstant[3] = {1.0f/2.0f, -1.0f/24.0f, 1.0f/720.0f, -1.0f/40320.0f};
VertexShaderConstant[4] = <matWorldViewProj>; //Composite World-View-Projection Matrix
VertexShaderConstant[8] = {0,0,100,1};
VertexShaderConstant[10] = {1.02, 0.04, 0, 0}; //fixup factor for Taylor series imprecision
VertexShaderConstant[11] = {0.5, 0.5, 0.25, 0.25}; //waveHeight0, waveHeight1, waveHeight2, waveHeight3
VertexShaderConstant[12] = {0.0, 0.0, 0.0, 0.0}; //waveOffset0, waveOffset1, waveOffset2, waveOffset3
VertexShaderConstant[13] = {0.6, 0.7, 1.2, 1.4}; //waveSpeed0, waveSpeed1, waveSpeed2, waveSpeed3
VertexShaderConstant[14] = {0.0, 2.0, 0.0, 4.0}; //waveDirX0, waveDirX1, waveDirX2, waveDirX3
VertexShaderConstant[15] = {2.0, 0.0, 4.0, 0.0}; //waveDirY0, waveDirY1, waveDirY2, waveDirY3
VertexShaderConstant[16] = <vecSkill41>;
VertexShaderConstant[17] = {-0.00015, 1.0, 0.0, 0.0}; //base texcoord distortion x0, y0, x1, y1
VertexShaderConstant[18] = <matWorld>;


PixelShaderConstant[0] = {0.0, 0.5, 1.0, -0.75};
PixelShaderConstant[1] = {0.6, 0.1, 0.0, 0.0}; // Alpha Scale and bias



VertexShader =

asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
dcl_tangent v3


mul r0, c14, v2.x // use tex coords as inputs to sinusoidal warp
mad r0, c15, v2.y, r0 // use tex coords as inputs to sinusoidal warp

mov r1, c16.x // time...
mad r0, r1, c13, r0 // add scaled time to move bumps according to frequency
add r0, r0, c12
frc r0.xy, r0 // take frac of all 4 components
frc r1.xy, r0.zwzw
mov r0.zw, r1.xyxy

mul r0, r0, c10.x // multiply by fixup factor (due to inaccuracy of taylor series)
sub r0, r0, c0.y // subtract .5
mul r0, r0, c1.w // mult tex coords by 2pi coords range from(-pi to pi)

mul r5, r0, r0 // (wave vec)^2
mul r1, r5, r0 // (wave vec)^3
mul r6, r1, r0 // (wave vec)^4
mul r2, r6, r0 // (wave vec)^5
mul r7, r2, r0 // (wave vec)^6
mul r3, r7, r0 // (wave vec)^7
mul r8, r3, r0 // (wave vec)^8

mad r4, r1, c2.y, r0 // (wave vec) - ((wave vec)^3)/3!
mad r4, r2, c2.z, r4 // + ((wave vec)^5)/5!
mad r4, r3, c2.w, r4 // - ((wave vec)^7)/7!

mov r0, c0.z // 1
mad r5, r5, c3.x ,r0 // -(wave vec)^2/2!
mad r5, r6, c3.y, r5 // +(wave vec)^4/4!
mad r5, r7, c3.z, r5 // -(wave vec)^6/6!
mad r5, r8, c3.w, r5 // +(wave vec)^8/8!

dp4 r0, r4, c11 // multiply wave heights by waves

mul r0, r0, v1 // apply deformation in direction of normal

add r0.xyz, r0, v0 // add to position
mov r0.w, c0.z // homogenous component


m4x4 oPos, r0, c4 // OutPos = WorldSpacePos * Composite View-Projection Matrix
mov oT0, v2 // Pass along texture coordinates

//This is where the shader starts to diverge a bit from the Ocean shader. First the binormal is computed

mov r3, v1
mul r4, v3.yzxw, r3.zxyw
mad r4, v3.zxyw, -r3.yzxw, r4 // cross product to find binormal

//Then the normal is warped based on the tangent space basis vectors (tangent and binormal).

mul r1, r5, c11 // cos * waveheight
dp4 r9.x, -r1, c14 // amount of normal warping in direction of binormal
dp4 r9.y, -r1, c15 // amount of normal warping in direction of tangent
mul r1, r4, r9.x // normal warping in direction of binormal
mad r1, v3, r9.y, r1 // normal warping in direction of tangent
mad r5, r1, c10.y, v1 // warped normal move nx, ny: cos * wavedir * waveheight

//The normal is then renormalized.

mov r10, r5
m3x3 r5, r10, c18 // transform normal
dp3 r10.x, r5, r5
rsq r10.y, r10.x
mul r5, r5, r10.y // normalize warped normal

// Next the view vector is computed:
mov r10, r0
m4x4 r0, r10, c18 // transform vertex position

sub r2, c8, r0 // view vector
dp3 r10.x, r2, r2
rsq r10.y, r10.x
mul r2, r2, r10.y // normalized view vector

; Then the dot product of the view vector and the warped normal is computed:

dp3 r7, r5, r2 // N.V
mov oT2, r7 // Pass along N.V

// This is used to compute the reflection vector.

add r6, r7, r7 // 2N.V
mad r6, r6, r5, -r2 // 2N(N.V)-V
mov oT1, r6 // reflection vector


};

/////////////ps///////////////
// c0 - (0.0, 0.5, 1.0, -0.75)
// c1 - (0.6, 0.1, 0.0, 0.0) Alpha Scale and bias


pixelshader=
asm
{


ps.1.4

texld r0, t0
texld r1, t1
texcrd r2.rgb, t2


cmp r2.r, r2.r, r2.r, -r2.r // abs(V.N)
+mad_x4_sat r1.a, r1.a, r1.a, c0.a // 4 * (a^2 - .75), clamped


mul_x2_sat r2.rgb, r0, r1 // base * env (may change scale factor later)
+mad r2.a, 1-r2.r, c1.x, c1.y // alphascale * abs(V.N) + alphabias


lrp r0.rgb, r1.a, r1, r2 // Lerp between Env and Base*Env based on glow map
+add r0.a, r2.a, r1.a // Add glow map to Fresnel term for alpha

};
}
}


";
}


//------
var count;

ACTION bubbles
{
my.material = mat_bubbles;
while(1)
{
my.skill41=float(count);
my.skill42=float(0);
my.skill43=float(0);
my.skill44=float(0);
count += 0.07*time;
wait(1);
}
}
Posted By: Anonymous

Re: Shader Index - 12/16/05 17:03

Hi. Sorry Rhurac I have to post a comment in here.

Use the code tag in your code to prevent the forum software from messing up your code (like the one that have been italicized above).
Posted By: broozar

Re: Shader Index - 01/03/06 11:32

glow shader (ps/vs 1.1) by Matt_Aufderheide

http://www.coniserver.net/ubbthreads/sho...e=0&fpart=3
Posted By: zefor

Updated fur shader - 01/23/06 21:24

Fur shader updated and "slightly" improved for dx9.0

Code:
 
material mat_fur
{
flags = tangent;

effect
"
matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;

texture entSkin1;

technique fur
{
pass p0
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={1.0f,1.0f,1.0f,1.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1 /////vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
pixelshader=
asm
{
ps.1.4 //////////ps.1.4

texld r0, t0 // base map

mul r0, r0, c0
};
}
pass p1
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={2.0f,2.0f,2.0f,2.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};

}
pass p2
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={3.0f,3.0f,3.0f,3.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p3
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={4.0f,4.0f,4.0f,4.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}

pass p4
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={5.0f,5.0f,5.0f,5.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p5
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={6.0f,6.0f,6.0f,6.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p6
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={7.0f,7.0f,7.0f,7.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p7
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={8.0f,8.0f,8.0f,8.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p8
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={9.0f,9.0f,9.0f,9.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p9
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={10.0f,10.0f,10.0f,10.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p10
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={11.0f,11.0f,11.0f,11.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p11
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={12.0f,12.0f,12.0f,12.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p12
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={13.0f,13.0f,13.0f,13.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
pass p13
{
Texture[0] = <entSkin1>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]={0.76f,0.76f,0.76f,0.76f};
VertexShaderConstant[5]={14.0f,14.0f,14.0f,14.0f};

PixelShaderConstant[0]={0.628f,0.373f,0.121f,0.424f};

VertexShader =
asm{

vs.1.1

dcl_position v0
dcl_normal v1
dcl_texcoord v2
// get model space vertex
mov r0, v0

// get shell distance
mov r1, c4

// offset shell in direction of normal
mul r1.x, r1.x, c5.x
mul r1.xyz, r1.xxx, v1.xyz
add r0.xyz, r0.xyz, r1.xyz

// output transformed vertex
m4x4 oPos, r0, c0

// output texture coordinates
mov oT0, v2
};
}
}
";
}

ACTION atifur
{
my.material=mat_fur;
}


Posted By: broozar

Re: Updated fur shader - 02/03/06 19:25

what about moving the working ones (6.34-compatible ones) to the WIKI? if noone objects, i´ll start somewhen in the next week.
Posted By: emu_hunter

Re: Shader Index *DELETED* *DELETED* - 05/31/06 12:26

Post deleted by oliver2s
Posted By: Steev

Re: Shader Index *DELETED* *DELETED* - 07/21/08 07:47

Sorry, aber kein einziger Link funktioniert bei mir...

Der neue Server steht aber drin, ich komme trotzdem nur auf die Forenübersicht.
Posted By: garv3

Re: Shader Index *DELETED* *DELETED* - 10/22/08 12:41

Jup, bei mir auch nicht. Alle links sind tot!
Posted By: Ness

Re: Shader Index *DELETED* *DELETED* - 02/11/09 21:57

ALL links doesnt function!
All links dead they all goes to the main forum page!
Posted By: Nowherebrain

Re: Shader Index *DELETED* *DELETED* - 07/09/09 08:59

Yes, people know.....Oliver2s knows that is for sure.
that is why they all say...
"Edited by oliver2s", he is the one that changed them I assume.

This thread should just go away and make room for a new one.
Posted By: TheShooter

Re: Shader Index *DELETED* *DELETED* - 02/20/11 13:51

Thread dead?
Posted By: xxxxxxx

Re: Shader Index *DELETED* *DELETED* - 02/20/11 15:26

the last post was 09.7.2009...
YES THRED DEATH!!!
Posted By: TheShooter

Re: Shader Index *DELETED* *DELETED* - 02/20/11 15:27

Oo, ok xD
Posted By: Sajeth

Re: Shader Index *DELETED* *DELETED* - 03/19/12 09:57

what's that moldy smell in here?
Posted By: TheShooter

Re: Shader Index *DELETED* *DELETED* - 05/18/12 16:34

Thats because xxxxxxx probably died. cry
Do anyone know where he is?
Posted By: Feindbild

Re: Shader Index *DELETED* *DELETED* - 12/31/13 14:17

We should make an updated version of this thread.
Posted By: tagimbul

Re: Terrain MultiTex Shader using Pixel Shader 1.4 - 02/27/17 17:27

GOD RAYS
from GPU GEMS 3 / Vollumetric light
for 3d Game studio

https://www.dropbox.com/s/8okyulol20d5prl/forum.rar?dl=0

made by
thomas nill ^v^
and the PP_Helper code have make Slin

it works with textures with alpha channel too =)


grin
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