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Sehr gute Shader-Seite / Very good shader site #204311
04/28/08 17:14
04/28/08 17:14
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline OP
Member
Timothy  Offline OP
Member

Joined: Apr 2007
Posts: 141
Germany
Hallo,
Ich bin im Web auf folgende Seite gestoßen: http://www.zanir.szm.sk/dx10-19.html
Dort sind (meiner Meinung nach) sehr gute Shader für das Shadermodell 1.1
Beispiele: Parallax, Dynamical Cube Mapping und Motion Blur.

Ich kenne mich nicht besonders gut mit Shadern aus, aber ich glaube nicht, dass
sie in HLSL geschrieben sind. Trotzdem lohnt sich ein Blick darauf.

//

Hello,
I found this site in the WWW: http://www.zanir.szm.sk/dx10-19.html
There are some very good model 1.1 shaders (after my opinion).
Examples: Parallax, Dynamical Cube Mapping and Motion Blur.

I don't know much about shaders, but I think they are not written in HLSL.
But give it a try.

Greetings

Re: Sehr gute Shader-Seite / Very good shader site [Re: Timothy] #204315
04/28/08 17:37
04/28/08 17:37
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Thanks for this great Link!

 Code:
 vs.1.0              // version instruction

// c0-c3 contains composite transform matrix
m4x4 oPos, v0, c0   // transform vertices by view/projection matrix

// v2 texture coordination
mov  oT0.xy, v2
mov  oT1.xy, v2

// c4 lpos
// c6 eye
// H = HalfVector = Normalize( VertexToEyeVector + LightVector )
add  r0, c4, -v0	// L = lpos - vertex, L in object space
add  r1, c6, -v0	// VertexToEyeVector
add  r0, r0, r1		// HalfVector

// v3 Tangent,  x
// v4 Binormal, y
// v1 normal,   z

// matrix for object space to surface space
// ( Tan.x  Tan.y  Tan.z ) = ( v3.x v3.y v3.z )   ( L.x )
// ( Bin.x  Bin.y  Bin.z ) = ( v4.x v4.y v4.z ) * ( L.y )
// ( nor.x  nor.y  nor.z ) = ( v1.x v1.y v1.z )   ( L.z )

dp3  r1.x, v3, r0
dp3  r1.y, v4, r0
dp3  r1.z, v1, r0

// r1 H vector in texture space

// normalize vector in r1
dp3  r1.w, r1, r1		// r1.w = |r1|^2
rsq  r1.w, r1.w			// r1.w = 1/sqrt(r0.w) = 1/|r1|
mul  r1.xyz, r1, r1.w	// r1 - normalized L vector in texture space

// <-1, 1>  to  <0,1>
// c5  0.5, 0.5, 0.5, 0.5
mad  oD0, r1, c5, c5



This doesn't look like it is gamestudio compatible... Does anybody now how to convert these shaders?

Dark_Samurai


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Re: Sehr gute Shader-Seite / Very good shader site [Re: Dark_samurai] #204316
04/28/08 17:38
04/28/08 17:38
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
it'S just normal asm...you have to write it into an asm block in the shadercode

Re: Sehr gute Shader-Seite / Very good shader site [Re: Scorpion] #204321
04/28/08 17:56
04/28/08 17:56
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
\:D I've never saw any asm code ^^
Can you convert this shader as example for me, so that I can convert the rest my selve, please?

Dark_Samurai


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Re: Sehr gute Shader-Seite / Very good shader site [Re: Dark_samurai] #204325
04/28/08 18:31
04/28/08 18:31
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline OP
Member
Timothy  Offline OP
Member

Joined: Apr 2007
Posts: 141
Germany
I looked up asm in the manual. It should work in the engine.
Example:


material test
{
effect =
"
asm
{
vs.1.0 // version instruction

m4x4 oPos, v0, c0 // transform vertices by view/projection matrix

// v0 - pozicia vrchola
// v1 - normalovy vektor

// c0-c3 contains composite transform matrix
// c6 pozicia kamery v suradniciach objektu
// c7 -2,-2,-2,-2


// inline vec ReflectedRay( const vec &in, const vec &n) // in from eye to vertex
// return (in - 2.f*n*DOT3( in, n));

add r0, v0, -c6 // r0 = in = vertex - eye

// normalize vector in r0
dp3 r0.w, r0, r0 // r0.w = |r0|^2
rsq r0.w, r0.w // r0.w = 1/sqrt(r0.w) = 1/|r0|
mul r0.xyz, r0, r0.w // r0 - normalized in vector

// DOT3( in, n)
dp3 r1, r0, v1 // r0 = in, v1 = n

// n*DOT3( in, n)
mul r1, r1, v1 // v1 = n

// in - 2.f*n*DOT3( in, n) = f = r1
mad oT0.xyz, r1, c7, r0 // r1 = r1*c7+r0
//...
}
";
}

Just a suggestion. I'm a shadernoob . That should be cube mapping \:D
Look it up in the manual, just type in asm.

Re: Sehr gute Shader-Seite / Very good shader site [Re: Timothy] #204894
05/02/08 10:06
05/02/08 10:06
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Ok this is what I got so far (specular normalmapping):

 Code:
technique NormalSpec
{
   pass P0
   {
		VertexShader =
		asm
		{
			vs_1_1              // version instruction
			// c0-c3 contains composite transform matrix
			m4x4 oPos, v0, c0   // transform vertices by view/projection matrix
			
			// v2 texture coordination
			mov  oT0.xy, v2
			mov  oT1.xy, v2
			
			// c4 lpos
			// c6 eye
			// H = HalfVector = Normalize( VertexToEyeVector + LightVector )
			add  r0, c4, -v0	// L = lpos - vertex, L in object space
			add  r1, c6, -v0	// VertexToEyeVector
			add  r0, r0, r1		// HalfVector
			
			// v3 Tangent,  x
			// v4 Binormal, y
			// v1 normal,   z
			
			// matrix for object space to surface space
			// ( Tan.x  Tan.y  Tan.z ) = ( v3.x v3.y v3.z )   ( L.x )
			// ( Bin.x  Bin.y  Bin.z ) = ( v4.x v4.y v4.z ) * ( L.y )
			// ( nor.x  nor.y  nor.z ) = ( v1.x v1.y v1.z )   ( L.z )
			
			dp3  r1.x, v3, r0
			dp3  r1.y, v4, r0
			dp3  r1.z, v1, r0
			
			// r1 H vector in texture space
			
			// normalize vector in r1
			dp3  r1.w, r1, r1		// r1.w = |r1|^2
			rsq  r1.w, r1.w			// r1.w = 1/sqrt(r0.w) = 1/|r1|
			mul  r1.xyz, r1, r1.w	// r1 - normalized L vector in texture space
			
			// <-1, 1>  to  <0,1>
			// c5  0.5, 0.5, 0.5, 0.5
			mad  oD0, r1, c5, c5
		};
   }
}


There are a lot of errors like this one: "(13): error X5326: Read of uninitialized components(*) in v2: *x/0 *</1 z/2 w/3".
What am I doing wrong?

Thanks!


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Re: Sehr gute Shader-Seite / Very good shader site [Re: Dark_samurai] #204896
05/02/08 10:50
05/02/08 10:50
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Thanks for the salutary site Timothy \:\) \:\)
Although, most of the effects on that site that I've seen on there are written in asm and since asm is a 'harder' to grasp than HLSL, I would advice not to start learning asm but HLSL ;\) ;\)

Cheers

Frazzle


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Re: Sehr gute Shader-Seite / Very good shader site [Re: frazzle] #204904
05/02/08 11:47
05/02/08 11:47
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
I don't want to learn asm, I only want to get these shaders working in GS...


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get free version
Re: Sehr gute Shader-Seite / Very good shader site [Re: Dark_samurai] #204912
05/02/08 12:08
05/02/08 12:08
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
Dynamic cube is this possible with GS?

Re: Sehr gute Shader-Seite / Very good shader site [Re: MMike] #204914
05/02/08 12:14
05/02/08 12:14
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
User
Poison  Offline
User

Joined: Apr 2007
Posts: 582
Germany
Yes It is, I know about 1 Shader, but don´t know who made it...damn.
\:D


Everything is possible, just Do it!
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