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Re: Shader Index [Re: mpde] #21070
04/20/05 19:48
04/20/05 19:48
Joined: Jan 2005
Posts: 282
The Netherlands
S
Sjoerd Offline
Member
Sjoerd  Offline
Member
S

Joined: Jan 2005
Posts: 282
The Netherlands
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...

Last edited by Sjoerd; 04/20/05 19:50.
Re: Shader Index [Re: Sjoerd] #21071
04/20/05 19:57
04/20/05 19:57
Joined: Aug 2002
Posts: 3,257
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,257
Mainz
I've edited all URLs in this thread from the old forum server URL to the new one.

Re: Shader Index [Re: oliver2s] #21072
12/15/05 14:31
12/15/05 14:31
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
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);
}
}

Re: Shader Index [Re: zefor] #21073
12/16/05 17:03
12/16/05 17:03

A
Anonymous
Unregistered
Anonymous
Unregistered
A



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).

Re: Shader Index #21074
01/03/06 11:32
01/03/06 11:32
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
glow shader (ps/vs 1.1) by Matt_Aufderheide

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

Updated fur shader [Re: broozar] #21075
01/23/06 21:24
01/23/06 21:24
Joined: Mar 2002
Posts: 221
USA
zefor Offline
Member
zefor  Offline
Member

Joined: Mar 2002
Posts: 221
USA
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;
}



Re: Updated fur shader [Re: zefor] #21076
02/03/06 19:25
02/03/06 19:25
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
what about moving the working ones (6.34-compatible ones) to the WIKI? if noone objects, i´ll start somewhen in the next week.

Re: Shader Index *DELETED* *DELETED* [Re: Marco_Grubert] #21077
05/31/06 12:26
05/31/06 12:26
Joined: Jun 2005
Posts: 1
Hrvatska
E
emu_hunter Offline
Guest
emu_hunter  Offline
Guest
E

Joined: Jun 2005
Posts: 1
Hrvatska
Post deleted by oliver2s

Re: Shader Index *DELETED* *DELETED* [Re: emu_hunter] #217074
07/21/08 07:47
07/21/08 07:47
Joined: Feb 2008
Posts: 97
Steev Offline
Junior Member
Steev  Offline
Junior Member

Joined: Feb 2008
Posts: 97
Sorry, aber kein einziger Link funktioniert bei mir...

Der neue Server steht aber drin, ich komme trotzdem nur auf die Forenübersicht.


---
programming is a livestyle
Re: Shader Index *DELETED* *DELETED* [Re: Steev] #232550
10/22/08 12:41
10/22/08 12:41
Joined: Jan 2005
Posts: 605
Deutschland, NRW
G
garv3 Offline
User
garv3  Offline
User
G

Joined: Jan 2005
Posts: 605
Deutschland, NRW
Jup, bei mir auch nicht. Alle links sind tot!


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