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Re: Shader Index
[Re: Rhuarc]
#21052
01/17/04 21:09
01/17/04 21:09
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
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Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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Here is a Dot3 Bump Mapping Shader. Needs only Vertexshader 1.0 and no Pixelshader.
Last edited by oliver2s; 04/20/05 19:52.
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Animated Bubble Shader
[Re: Marco_Grubert]
#21054
02/03/04 13:40
02/03/04 13:40
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Joined: Oct 2003
Posts: 151 Watseka, Illinois
M3PHiSTOPH3L3S
Member
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Member
Joined: Oct 2003
Posts: 151
Watseka, Illinois
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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
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Terrain MultiTex Shader using Pixel Shader 1.4
[Re: Rhuarc]
#21056
02/06/04 19:17
02/06/04 19:17
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,097
Maryland, USA
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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.
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Re: Shader Index
[Re: mpde]
#21069
04/20/05 19:46
04/20/05 19:46
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Joined: Mar 2004
Posts: 1,201 Switzerland, Baselland
Bird
Senior Developer
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Senior Developer
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
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das ist, weil die links zum alten Forum führen. Du musst conitecserver.com durch coniserver.net ersetzen.. glaub ich..
- A6pro 6.40.5
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Re: Shader Index
[Re: oliver2s]
#21072
12/15/05 14:31
12/15/05 14:31
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Joined: Mar 2002
Posts: 221 USA
zefor
Member
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Member
Joined: Mar 2002
Posts: 221
USA
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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); } }
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Re: Shader Index
[Re: zefor]
#21073
12/16/05 17:03
12/16/05 17:03
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Anonymous
Unregistered
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Anonymous
Unregistered
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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).
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Re: Shader Index
#21074
01/03/06 11:32
01/03/06 11:32
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Joined: Jun 2005
Posts: 4,875
broozar
Expert
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Expert
Joined: Jun 2005
Posts: 4,875
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Updated fur shader
[Re: broozar]
#21075
01/23/06 21:24
01/23/06 21:24
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Joined: Mar 2002
Posts: 221 USA
zefor
Member
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Member
Joined: Mar 2002
Posts: 221
USA
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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; }
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Re: Shader Index *DELETED* *DELETED*
[Re: emu_hunter]
#217074
07/21/08 07:47
07/21/08 07:47
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Joined: Feb 2008
Posts: 97
Steev
Junior Member
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Junior Member
Joined: Feb 2008
Posts: 97
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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
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Re: Shader Index *DELETED* *DELETED*
[Re: Steev]
#232550
10/22/08 12:41
10/22/08 12:41
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Joined: Jan 2005
Posts: 605 Deutschland, NRW
garv3
User
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User
Joined: Jan 2005
Posts: 605
Deutschland, NRW
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Jup, bei mir auch nicht. Alle links sind tot!
GameStudio Version: A7 Pro v7.86
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Re: Shader Index *DELETED* *DELETED*
[Re: TheShooter]
#397435
03/19/12 09:57
03/19/12 09:57
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Joined: Apr 2008
Posts: 650
Sajeth
User
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User
Joined: Apr 2008
Posts: 650
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what's that moldy smell in here?
Teleschrott-Fan.
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Re: Terrain MultiTex Shader using Pixel Shader 1.4
[Re: Drew]
#464583
02/27/17 17:27
02/27/17 17:27
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Joined: Jun 2010
Posts: 212
tagimbul
Member
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Member
Joined: Jun 2010
Posts: 212
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GOD RAYS from GPU GEMS 3 / Vollumetric light for 3d Game studio https://www.dropbox.com/s/8okyulol20d5prl/forum.rar?dl=0made by thomas nill ^v^ and the PP_Helper code have make Slin it works with textures with alpha channel too =)
Last edited by tagimbul; 02/27/17 17:35.
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