Gamestudio Links
Zorro Links
Newest Posts
FXCM: "Can't connect to price server"
by jcl. 06/19/19 15:47
Data Execution Prevention Strikes Again
by Dooley. 06/19/19 15:38
assert
by jcl. 06/19/19 14:59
Bring the old grin back!
by Michael_Schwarz. 06/19/19 07:56
Help with calculation
by Qw3rty. 06/18/19 08:01
AUM Magazine
Latest Screens
The Space Between
Pogostuck: Rage With Your Friends
Worst Case Z
AckCon'18 - Lotter vs the World 2 - Preview Release
Who's Online Now
13 registered members (AndrewAMD, Kaga, JeyKey II, Dooley, Grat, kvm, alibaba, Ayumi, MatPed, 1 invisible), 632 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Qw3rty, Dal, Carson, giantj, dh85
18236 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 4 1 2 3 4
Shader Index #21050
12/13/03 01:55
12/13/03 01:55
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
Rhuarc  Offline OP
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
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.


I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: Shader Index [Re: Rhuarc] #21051
12/19/03 17:26
12/19/03 17:26
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
is that what you mean?
massive shader compilation !

Last edited by oliver2s; 04/20/05 19:52.

www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: Shader Index [Re: Rhuarc] #21052
01/17/04 21:09
01/17/04 21:09
Joined: Aug 2002
Posts: 3,257
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,257
Mainz
Here is a Dot3 Bump Mapping Shader. Needs only Vertexshader 1.0 and no Pixelshader.

Last edited by oliver2s; 04/20/05 19:52.
Re: Shader Index [Re: oliver2s] #21053
02/03/04 10:58
02/03/04 10:58
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Fur shader vs1.1, ps1.4 (not tested) :

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

Last edited by oliver2s; 04/20/05 19:52.
Animated Bubble Shader [Re: Marco_Grubert] #21054
02/03/04 13:40
02/03/04 13:40
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline
Member
M3PHiSTOPH3L3S  Offline
Member

Joined: Oct 2003
Posts: 151
Watseka, Illinois

Last edited by oliver2s; 04/20/05 19:52.

"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN) Yahoo Messager ID: SHATT3R3DFA1TH
Re: Shader Index [Re: Rhuarc] #21055
02/06/04 14:22
02/06/04 14:22
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
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




Last edited by oliver2s; 04/20/05 19:53.

Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Terrain MultiTex Shader using Pixel Shader 1.4 [Re: Rhuarc] #21056
02/06/04 19:17
02/06/04 19:17
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
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.

Last edited by oliver2s; 04/20/05 19:53.
Re: Terrain MultiTex Shader using Pixel Shader 1.4 [Re: Steempipe] #21057
02/06/04 20:55
02/06/04 20:55
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Grass Shader trick (Fur shader used on Terrain)

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



Last edited by oliver2s; 04/20/05 19:53.

Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Terrain MultiTex Shader using Pixel Shader 1.4 [Re: Drew] #21058
09/13/04 03:58
09/13/04 03:58
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Normal Mapping/per pixel lighting shader & tutorial

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

Last edited by oliver2s; 04/20/05 19:53.

Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Terrain MultiTex Shader using Pixel Shader 1.4 [Re: Drew] #21059
09/13/04 04:00
09/13/04 04:00
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Envmap HLSL ---->>> vs_ps_1_1
by Steempipe
DX9 version of A6 required (beta)

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




Last edited by oliver2s; 04/20/05 19:54.
different bumpy glass styles [Re: Drew] #21060
09/13/04 04:02
09/13/04 04:02
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
different bumpy glass styles
by ello
DX9 version of A6 required (beta)

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



Last edited by oliver2s; 04/20/05 19:54.
Re: different bumpy glass styles [Re: Drew] #21061
09/13/04 04:04
09/13/04 04:04
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Water HLSL work in process.
by Nardulus
DX9 version of A6 required (beta)

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





Last edited by oliver2s; 04/20/05 19:54.
hlsl glass adaption from rendermonkey [Re: Drew] #21062
09/13/04 04:07
09/13/04 04:07
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
hlsl glass adaption from rendermonkey
by ello
DX9 version of A6 required (beta)

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




Last edited by oliver2s; 04/20/05 19:54.
Env- & Specular Bumpmapping DX9 [Re: Drew] #21063
09/13/04 04:09
09/13/04 04:09
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Env- & Specular Bumpmapping DX9
by oliver2s
DX9 version of A6 required (beta)

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




Last edited by oliver2s; 04/20/05 19:55.
Working texture projectors :) [Re: Drew] #21064
09/13/04 04:11
09/13/04 04:11
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Working texture projectors
by Matt_Aufderheide

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




Last edited by oliver2s; 04/20/05 19:55.
Alpha Masked/Transparent Cubemaps [Re: Drew] #21065
09/13/04 04:12
09/13/04 04:12
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Alpha Masked/Transparent Cubemaps
by Steempipe

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




Last edited by oliver2s; 04/20/05 19:55.
Re: Shader Index [Re: Rhuarc] #21066
10/17/04 12:15
10/17/04 12:15
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
Rhuarc  Offline OP
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
HLSL Normalmapping shader (VS1.1 PS1.4)
http://www.coniserver.net/ubbthreads/sho...;fpart=1#438601

Last edited by oliver2s; 04/20/05 19:55.

I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: Shader Index [Re: Rhuarc] #21067
01/18/05 07:01
01/18/05 07:01
Joined: Aug 2002
Posts: 3,257
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,257
Mainz
Refraction Shader

Requirements:
Shader 2.0, A6.31 Pro

Last edited by oliver2s; 04/20/05 19:56.
Re: Shader Index [Re: oliver2s] #21068
04/20/05 18:07
04/20/05 18:07
Joined: Jan 2004
Posts: 513
M
mpde Offline
User
mpde  Offline
User
M

Joined: Jan 2004
Posts: 513
Hallo.

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

mpde

Re: Shader Index [Re: mpde] #21069
04/20/05 19:46
04/20/05 19:46
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
Bird Offline
Senior Developer
Bird  Offline
Senior Developer

Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
das ist, weil die links zum alten Forum führen. Du musst conitecserver.com durch coniserver.net ersetzen.. glaub ich..


- A6pro 6.40.5
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!


GameStudio Version: A7 Pro v7.86
Re: Shader Index *DELETED* *DELETED* [Re: garv3] #251203
02/11/09 21:57
02/11/09 21:57
Joined: Oct 2008
Posts: 112
N
Ness Offline
Member
Ness  Offline
Member
N

Joined: Oct 2008
Posts: 112
ALL links doesnt function!
All links dead they all goes to the main forum page!

Re: Shader Index *DELETED* *DELETED* [Re: Ness] #277429
07/09/09 08:59
07/09/09 08:59
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
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.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Shader Index *DELETED* *DELETED* [Re: Nowherebrain] #359911
02/20/11 13:51
02/20/11 13:51
Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
TheShooter Offline
User
TheShooter  Offline
User

Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
Thread dead?


Staub ist das neue Prime!!

Programming is like sex:
One mistake and you have to support it for the rest of your life.

Aktuelles Projekt: http://thisiswargame.bplaced.net/index.html

A8 Commercial *freu*
Re: Shader Index *DELETED* *DELETED* [Re: TheShooter] #359923
02/20/11 15:26
02/20/11 15:26
Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
xxxxxxx Offline
User
xxxxxxx  Offline
User

Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
the last post was 09.7.2009...
YES THRED DEATH!!!


Es ist immer wieder erstaunlich, dass Leute die riesen Scripte schreiben die einfachsten sachen nicht können zb. mich mit SIEBEN x zu schreiben! tongue
Re: Shader Index *DELETED* *DELETED* [Re: xxxxxxx] #359925
02/20/11 15:27
02/20/11 15:27
Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
TheShooter Offline
User
TheShooter  Offline
User

Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
Oo, ok xD


Staub ist das neue Prime!!

Programming is like sex:
One mistake and you have to support it for the rest of your life.

Aktuelles Projekt: http://thisiswargame.bplaced.net/index.html

A8 Commercial *freu*
Re: Shader Index *DELETED* *DELETED* [Re: TheShooter] #397435
03/19/12 09:57
03/19/12 09:57
Joined: Apr 2008
Posts: 650
Sajeth Offline
User
Sajeth  Offline
User

Joined: Apr 2008
Posts: 650
what's that moldy smell in here?


Teleschrott-Fan.
Re: Shader Index *DELETED* *DELETED* [Re: Sajeth] #401403
05/18/12 16:34
05/18/12 16:34
Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
TheShooter Offline
User
TheShooter  Offline
User

Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
Thats because xxxxxxx probably died. cry
Do anyone know where he is?

Last edited by TheShooter; 05/18/12 16:36.

Staub ist das neue Prime!!

Programming is like sex:
One mistake and you have to support it for the rest of your life.

Aktuelles Projekt: http://thisiswargame.bplaced.net/index.html

A8 Commercial *freu*
Re: Shader Index *DELETED* *DELETED* [Re: TheShooter] #434984
12/31/13 14:17
12/31/13 14:17
Joined: Jul 2013
Posts: 157
F
Feindbild Offline
Member
Feindbild  Offline
Member
F

Joined: Jul 2013
Posts: 157
We should make an updated version of this thread.

Re: Terrain MultiTex Shader using Pixel Shader 1.4 [Re: Drew] #464583
02/27/17 17:27
02/27/17 17:27
Joined: Jun 2010
Posts: 207
tagimbul Offline
Member
tagimbul  Offline
Member

Joined: Jun 2010
Posts: 207
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

Last edited by tagimbul; 02/27/17 17:35.

meine website mit 3dgs sachen =) //noch nicht ganz umgebaut ^^"
http://flashbreaker.com/home.html
und mein YT channel mit diversen game entwicklungs videos, vor allem shader zeugs
https://www.youtube.com/user/tagimbul/videos
Page 1 of 4 1 2 3 4

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