I don't know that much about shader programming, but I was wondering if it would be possible to implement a sort of fake lightmap using shaders. Anyone who has used Maya knows that you can add a greyscale bitmap to a light, which produces an uneven light on your models. For example, if you have a forest scene, you can make a light pattern fall on your scene, as if beams of light were falling through the openings in the canape, without having to actually model every single leaf and branch. I would be very cool if this could also be done in 3DGS. I would imagine that it wouldn't take much more processing power than your average shader.
The technique you are looking for is called projective textures. So far I have not seen anyone demonstrate this with A6 shaders, though it should be possible.
I did a shader for projective textures some time ago, but it's not very usefull without combining it with depthbuffers, which isn't possible at the moment (at least not via a6).
hey whisper, what are you doing there?? is it your way to extrude the object to gather shadows thru shader? reminds me of a picture i saw on this theme...
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using extrude. but bringing shader into world view in asm, in action added ent_rotate for extra effects.in you fx use this on your first or third pass mov r1.w,c20.w in the screenshot i stopped the rotation inorder for the picture to be more visable for everyone.