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Re: HLSL Water Effect.... [Re: Drew] #34023
09/28/04 08:09
09/28/04 08:09
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

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Nadester  Offline

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Joined: Jul 2002
Posts: 2,813
U.S.
Awesome! Looks great on my Geforce 6800 GT!


--Eric
Re: HLSL Water Effect.... [Re: Nadester] #34024
09/28/04 08:19
09/28/04 08:19
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
Senior Expert
Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
thanks, changing the view shows a lot more of the shader...it really looks cool, and it runs very fast on my machine.

Only thing that would add more detail to this shader would be if you could use the twirl effect (=the standard water in gs twirl) as well. Right now you can see its "only" uv-shifting.

Looking forward for more (this shaders are getting more and more serious in the last few weeks)

Re: HLSL Water Effect.... [Re: Blattsalat] #34025
09/28/04 08:35
09/28/04 08:35
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

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

Only thing that would add more detail to this shader would be if you could use the twirl effect (=the standard water in gs twirl) as well. Right now you can see its "only" uv-shifting.





Thats a good idea. So many things to be done, just gotta figure out how

Re: HLSL Water Effect.... [Re: Steempipe] #34026
09/28/04 08:47
09/28/04 08:47
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
maybe by adding some sinusoidal distortion to the texture coordinates?

i haven't tested this yet. do the hlsl sin()/cos() functions compile to vs_1_1? it would be great if there weren't the need for manually doing taylor series anymore!

Re: HLSL Water Effect.... [Re: ventilator] #34027
09/28/04 08:53
09/28/04 08:53
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
This is great! I hope that you'll get around to creating an ocean shader for v.s 1.1 and p.s 1.1 as well! Hopefully you'll figure out whats wrong with getting EMBM to work with FFP soon, since fallback would be awsome!! Thanks for not giving up and all your hard work!


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: HLSL Water Effect.... [Re: William] #34028
09/28/04 09:39
09/28/04 09:39
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Glad ya all like the effect.

Ventilator: I added this~ float FreqPulse = sin(Frequency * PI * vecSkill41.x);
The compiler didn't choke. It did what was expected, a kind of pulse.

So, maybe there is hope for your idea here.

Re: HLSL Water Effect.... [Re: Steempipe] #34029
09/28/04 09:53
09/28/04 09:53
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
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Marco_Grubert  Offline
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M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Works great on GeForce 3.. :-)

Re: HLSL Water Effect.... [Re: Marco_Grubert] #34030
09/29/04 23:49
09/29/04 23:49
Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Nardulus Offline
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Nardulus  Offline
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Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
This works on my Ti 4400.

Now that is truly impresive.

Ken

Re: HLSL Water Effect.... [Re: Nardulus] #34031
09/30/04 02:57
09/30/04 02:57
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Posts: 1,710
Works On my GeForce FX 5600

Re: HLSL Water Effect.... [Re: MMike] #34032
09/30/04 03:49
09/30/04 03:49
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
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indiGLOW  Offline
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Joined: Oct 2003
Posts: 1,550
United Kingdom
Ati 9800Pro 128Mb - Check!


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