[edit] What the...!, i forgot the download link! Here it is:
http://shadec.project-havoc.com/shade-c_v0.91_BETA_S1.rar

Snapshot 1 of the current Shade-C Beta version 0.91



FROM NOW ON, YOU HAVE TO GIVE CREDITS WHEN USING SHADE-C (OR PARTS OF IT) IN ONE OF YOUR PROJECTS.
IF YOU ARE CREATING A (COMMERCIAL) PROJECT/GAME, YOU HAVE TO SHOW THE SHADE-C LOGO ON STARTUP.
IF YOU MAKE A DONATION AT THE WEBSITE, YOU DON'T HAVE TO SHOW THE LOGO, BUT YOU STILL HAVE TO GIVE CREDITS.
IF YOU ARE USING ONLY SMALL PARTS OF SHADE-C IN YOUR PROJECT, YOU ONLY HAVE TO GIVE CREDITS, NO LOGO.
IF YOU ARE UNSURE IF YOU ARE USING SMALL PARTS OR NOT, JUST CONTACT ME.
I HAVE TO DEMAND THIS, AS THERE IS A SHADER-CONTEST GOING ON AND I DON'T WANT UNFAIR COMPETITION.

meh, i feel bad now...



Highlights in this version:
- dynamic softshadows for the sun. Not supersharp/ubercool and slow, but fast and robust. 2 Types are supported.
Type 0: Shadows are rendered directly on the models, no additional pass required, but you have to change your shaders accordingly. This leads to nice lighting and good fps. Should be used in final product
Type 1: Shadows are rendered in an additional pass, the result is then multiplied with the scene. This leads to bad lighting and fps drop. Can be used for rapid prototyping
- god rays, crepuscular light, volumetric light...you name it. Uses the depthmap as mask, so no additional pass has to be rendered. If DoF or dynamic water is being used (i.e. depthmap is used), using volumetric light has nearly no impact on framerate.
- you can now enable/disable/alter effects during runtime
- started creating examples on how to use each effect. Examples start with ex_
- for more new features/bugfixes, have a look at the included _readme.txt

Well, nothing spectacular, we have already seen all that stuff. But i hope my version of things are a little more user friendly and useable in an actual project smile

Screenshots:







WHAT'S NEXT?
- remove bugs wink
- Paraboloid Shadowmapping for Pointlights. Already working, but needs additional work.
- Add support for local volumetric light. Call volumetric light function for an entity, and rays will be sent out from this entities origin. 4 volumetric lights could be supported (i guess...)
- Add shadowmapping support to mtlFX.c shaders


[EDIT] THE MANUAL HASN'T BEEN UPDATED YET!

I hope this is of any use for you guys!
Have a nice week! wink



from the readme:
Quote:

22.06.09
Shade-C v 0.91 BETA Snapshot 1

FROM NOW ON, YOU HAVE TO GIVE CREDITS WHEN USING SHADE-C (OR PARTS OF IT) IN ONE OF YOUR PROJECTS.
IF YOU ARE CREATING A (COMMERCIAL) PROJECT/GAME, YOU HAVE TO SHOW THE SHADE-C LOGO ON STARTUP.
IF YOU MAKE A DONATION AT THE WEBSITE, YOU DON'T HAVE TO SHOW THE LOGO, BUT YOU STILL HAVE TO GIVE CREDITS.
IF YOU ARE USING ONLY SMALL PARTS OF SHADE-C IN YOUR PROJECT, YOU ONLY HAVE TO GIVE CREDITS, NO LOGO.
IF YOU ARE UNSURE IF YOU ARE USING SMALL PARTS OR NOT, JUST CONTACT ME.
I HAVE TO DEMAND THIS, AS THERE IS A SHADER-CONTEST GOING ON AND I DON'T WANT UNFAIR COMPETITION.

meh, i feel bad now...

WHATS NEW?
- fixed several bugs in sc_core.c and sc_core.h
- sc_skill is now working the way it should
- you can now enable/disable effects during runtime. To enable/disable an effect, set it's var accordingly (i.e. sc_bDOF = 1) and then call sc_setup() again *
- you can now change the screen resolution at runtime. Set you resolution with video_switch, video_set or any other function, then call sc_setup() again.
- you can now set effect parameters during runtime
- tuned hdr shader, it's a little faster now and looks a little better
- fixed bugs in volumetric particle shader and tuned it a bit. Looks better and is faster. There still are some minor bugs though. I guess i will rewrite the whole thing in the future
- added dynamic softshadows for the sun (uses parallel projected shadowmap and variance shadow mapping). Still needs efficient frustrum->depthmap projection to further improve the visual quality
- added A7 standardt material shader with dynamic softshadow support
- added dynamic softshadow support to all-in-one shader
- added environment illumination mapping to all-in-one shader
- changed lighting calculation of all-in-one shader to acknex style to better fit standardt A7 materials
- you can now use diffuse_red, ambient_red, specular_red, etc. together with the all-in-one shader
- added support for 8 dynamic lights to all-in-one shader. Moved light calculations from 2nd pass to the vertex shader of first pass. Removed 2nd pass. Shader is a little faster now.
- added god-ray/volumetric-sunlight/crespuscular-light shader. In contrast to other approaches, my version uses the depthmap as mask, so no additional pass has to be rendered. If you are using DoF or water, using volumetric light has nearly no impact on framerate.
- started creating examples for each effect. Have a look at the files beginning with ex_ . I will create more in the future.

(* see known bugs)


KNOWN BUGS
- watershader does not support 16:9 resolutions. I think i might end up integrating AbSu's watereditor anyway (if he lets me use it wink ), as he did a great job with it.
- fog doesn't work with all effects. I'm working on it
- If you enable the HDR shader at one time, you won't be able to disable it again. Leave sc_bHDR = 1 if you set it once, otherwise you will get bugs.
- Effects shouldn't be enabled/disabled to often. It's best to just set them in the game's options menu, not during gameplay. For best performance, restart your game after enabling disabling an effect, to reset video memory. Don't get me wrong, you can call sc_setup as much as you like, but it's not optimal. Restart your game whenever possible.
- If you are using WinAPI together with Shade-c, you can't enable/disable effects at runtime. Set your effect vars, then call sc_setup once. You also have to change these lines in sc_core.c

void sc_setup(){
//proc_kill(4);

//reset shade-c...
//(this is far from perfect, but it works kinda nice)
var screenRes = 0;
screenRes = screen_size.x;
wait(1);
video_set(screenRes-1,0,0,0);
sc_scSetup = 0;
wait(2);
sc_scSetup = 1;
video_set(screenRes,0,0,0);
//


to this

void sc_setup(){
//proc_kill(4);
/*
//reset shade-c...
//(this is far from perfect, but it works kinda nice)
var screenRes = 0;
screenRes = screen_size.x;
wait(1);
video_set(screenRes-1,0,0,0);
sc_scSetup = 0;
wait(2);
sc_scSetup = 1;
video_set(screenRes,0,0,0);
//
*/
sc_scSetup = 1;

I have no idea what's the cause for this behavior. I just started learning WinAPI myself and can't think of anything which would lead to this bug. Any suggestions?





DONATORS
Yasin Demirden
Björn "Uhrwerk" Zurmaar
Robert "rojart" Judycki

THANKS GUYS!

Soldier model by Darkyyes. Thanks!



'till next time
BoH_Havoc



Shade-C EVO Lite-C Shader Framework