Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (vicknick, 7th_zorro, 1 invisible), 890 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 4 of 5 1 2 3 4 5
Re: RE:3D Glasses shader [Re: ello] #104880
01/25/07 11:28
01/25/07 11:28
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
ähnm.
call me dumb but...

how exactly do i apply the bloom blur shoader to my game?

sorry but im A not a coder and B never worked with any other shader than toon shader, wich is applied directly to the models...

and sicne that did not work im... well.. helpless...

Re: A total of 9 (!) Post-Processing Shaders :) [Re: PHeMoX] #104881
01/25/07 11:46
01/25/07 11:46
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
Happy Birthday frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Sorry for the late respons but I didn't notice this shader topic until now
Nice collection PHeMoX, to bad I don't own the pro version to run theses FF shaders
Btw, why didn't you contributed them in users contribution ??


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
Re: RE:3D Glasses shader [Re: sPlKe] #104882
01/25/07 11:47
01/25/07 11:47
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline OP
Senior Expert
PHeMoX  Offline OP
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I assume you are having the pro version of 3dgs? Okey, then you have to do the following:

Include the following codes into your wdl file;
Code:

//Bloom Blur:
material mat_bloomblur {
effect = "

sampler2D g_samSrcColor;
float ds;
float xx;
float yy;
float4 Color;
float3 vecSkill41;

float4 MyShader( float2 Tex : TEXCOORD0 ) : COLOR0 {

float4 Color;Color = tex2D( g_samSrcColor, Tex.xy);
Color += tex2D( g_samSrcColor, Tex.xy+0.001);
Color += tex2D( g_samSrcColor, Tex.xy+0.002);
Color += tex2D( g_samSrcColor, Tex.xy+0.003);
Color = Color / 2;
return Color;
}

// Just one pass:
technique PostProcess {
pass p1 {
VertexShader = null;
PixelShader = compile ps_2_0 MyShader();
}
}
";
}



Code:

view GlowCamera
{
layer = -1;
flags = visible;

}



Code:

entity glow_quad_view
{
type = <glow.tga>; //= 1024 x 768 32bit
layer = 2; // display above view entities with layer 1
view = camera;// same camera parameters as the default view
// set the x position according to the texture size..
// x = 36; // for 32
// x = 72; // for 64
alpha = 100;
x = 880;//1550;//550; // for 128
y = 0; //center horzontally
z = 0; // and center vertically
scale_x = 1;//1; //.33;
scale_y =1;

}
//



Code:

starter map_glow()
{
var vartime =0.1;
var varrip = 9;
glow_quad_view.ambient=50;
glow_quad_view.transparent=on;
glow_quad_view.visible=on;
glow_quad_view.alpha=10;
glow_quad_view.nofog = 1;
//
Glow_quad_view.skill41 = float(0.05);
// Frequency:
Glow_quad_view.skill42 = float(9.0);
// Ripple offset:
Glow_quad_view.skill43 = float(vartime);//
glow_quad_view.material=[b]mat_bloomblur[/b];
GlowCamera.bmap=bmap_for_entity(glow_quad_view,0);

//
while(1)
{
proc_late();
GlowCamera.size_x=screen_size.x;
GlowCamera.size_y=screen_size.y;
vec_set(GlowCamera.x,camera.x);
vec_set(GlowCamera.pan,camera.pan);

Glow_quad_view.skill42 = float(varrip);
varrip+=0.5;
Glow_quad_view.skill43 = float(vartime);

wait(1);
}
}


You can add " GlowCamera.visible =on; " to your main script to start with the effect being active.
Code:

function toggle_glow
{
if(GlowCamera.visible)
{
GlowCamera.visible = off;
glow_quad_view.visible = off;
}
else
{
GlowCamera.visible = on;
glow_quad_view.visible = on;
}
}

on_1 = toggle_glow;



The bold part is what you have to set to the material you're using. The skills things are only used for the ripple and wobble shader by the way, so basically you could remove those lines.

Apart from this you need a (black) 1024x768 glow.tga for the render view quad.

I hope this helped you a bit,

In case you don't have the pro version, I'm looking into the possibilty of 'converting' these codes into something which can be used with Matt's render view dll. Haven't looked into that too much yet though,

Quote:

Btw, why didn't you contributed them in users contribution ??




Mmmm, I supose I can do that still, or would I get into trouble if I double post this there?

Cheers

Last edited by PHeMoX; 01/25/07 11:51.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: RE:3D Glasses shader [Re: PHeMoX] #104883
01/25/07 11:51
01/25/07 11:51
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
Happy Birthday frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Quote:


I assume you are having the pro version of 3dgs?





No, look at Spike's specifications

Cheers

Frazzle

Re: RE:3D Glasses shader [Re: frazzle] #104884
01/25/07 12:07
01/25/07 12:07
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
its called profile;-)

no i just have the comercial version...

ANY bloom blur shader would be good...

Re: RE:3D Glasses shader [Re: sPlKe] #104885
01/26/07 20:07
01/26/07 20:07
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
Happy Birthday frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Quote:

its called profile;-)

no i just have the comercial version...

ANY bloom blur shader would be good...




Lol, sorry sometimes I can be complicated
To comment your bloom and blur shader request, if you want good bloom and blur effects, this is only possible on the pro version. Their are some blur shaders that have a good effect but they have their limitations
Like this one from lostclimate on the wiki resource site:
blurry

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
Re: RE:3D Glasses shader [Re: frazzle] #104886
08/29/07 18:19
08/29/07 18:19
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
I digged this thread out and try to get this work...but i already don'T get the view-entity visible, any help? (lite-c)

Re: RE:3D Glasses shader [Re: Scorpion] #104887
08/29/07 18:34
08/29/07 18:34
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
falgs = VISIBLE; flags2 = VISIBLE;


Always learn from history, to be sure you make the same mistakes again...
Re: RE:3D Glasses shader [Re: Uhrwerk] #104888
08/29/07 18:37
08/29/07 18:37
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
did that. with normal models it works, but not if i load a picture.
So i'll just make an flat model and skin it...

Re: RE:3D Glasses shader [Re: Scorpion] #104889
08/29/07 18:46
08/29/07 18:46
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Wasn't a problem for me. I just tried it. Did you take a 32 bit tga file with an alpha channel?


Always learn from history, to be sure you make the same mistakes again...
Page 4 of 5 1 2 3 4 5

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1