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Simple reflex #59051
11/15/05 23:12
11/15/05 23:12
Joined: Nov 2005
Posts: 62
Seriff Offline OP
Junior Member
Seriff  Offline OP
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Joined: Nov 2005
Posts: 62
Hi, sorry for my ignorance here but, can someone put here a code that works in GS?
A code of a simple reflex shader, even the worst reflex shader can go.

Re: Simple reflex [Re: Seriff] #59052
11/16/05 00:59
11/16/05 00:59
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
what is a reflex shader?

Re: Simple reflex [Re: Matt_Aufderheide] #59053
11/16/05 01:32
11/16/05 01:32
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Posts: 1,097
Maryland, USA
Maybe a reflection shader??

Re: Simple reflex [Re: Steempipe] #59054
11/16/05 05:34
11/16/05 05:34
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
S
Sebe Offline
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Sebe  Offline
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Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
Try the environment mapping shader from the wiki, that's kinda reflection shader. Not realtime, but as you said, even the worst would be ok.

Re: Simple reflex [Re: Sebe] #59055
11/16/05 08:17
11/16/05 08:17
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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planet.earth
or use the free gold shaders from my download section. need to update them to dx9 but thats easy and adjust it to your needs


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Re: Simple reflex [Re: ello] #59056
11/16/05 16:18
11/16/05 16:18
Joined: Nov 2005
Posts: 62
Seriff Offline OP
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Seriff  Offline OP
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Posts: 62
Thnks to you all.
I've used the environment mapping shader from the wiki, but this one replaces the original skin for the reflect map, how can i keep the skin?

Re: Simple reflex [Re: Seriff] #59057
11/16/05 16:59
11/16/05 16:59
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
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Sebe Offline
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Sebe  Offline
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Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
In the alpha channel you can adjust the reflect map / skin - "mix".

Re: Simple reflex [Re: Sebe] #59058
11/16/05 17:08
11/16/05 17:08
Joined: Nov 2005
Posts: 62
Seriff Offline OP
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Seriff  Offline OP
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Joined: Nov 2005
Posts: 62
What alpha channel?
Sorry, but in shaders i'm a complete zero.

Can u tell me what line is?

«bmap bcube=<ritt.bmp>;

function mtl_envmap_view()
{
mat_set(mtl.matrix,matViewInv);
mtl.matrix41=0;
mtl.matrix42=0;
mtl.matrix43=0;
}

function mtl_envmap_init()
{
//...maybe you should copy the mat_model properties here...
bmap_to_cubemap(mtl.skin1);
mtl.event=mtl_envmap_view;
mtl.enable_view=on;
}

material mtl_envmap
{
skin1=bcube;
event=mtl_envmap_init;

effect=
"
texture entSkin1;
texture mtlSkin1;
matrix matMtl;
technique envmap
{
pass p0
{
texture[0]=<entSkin1>;
texture[1]=<mtlSkin1>;

zWriteEnable=true;
alphaBlendEnable=false;

colorArg1[0]=Texture;
colorOp[0]=Modulate2x;
colorArg2[0]=Diffuse;

colorArg1[1]=Texture;
colorOp[1]=blendCurrentAlpha;
addressU[1]=Clamp;
addressV[1]=Clamp;
texCoordIndex[1]=cameraSpaceReflectionVector;
textureTransformFlags[1]=Count3;
textureTransform[1]=<matMtl>; // transform camera space back to world space
}
}
";


Last edited by Seriff; 11/16/05 17:09.

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