@ Kartoffel: Yes you can use that logo if you like.
Please send over the water shader you are using (the first one) via pm and i'll fix it ... looks like a wrong texture sampler setup.


I'm really busy with my bachelor thesis, that's why i'm not around that much.
I have implemented 2 new effects though, inferred lighting and mlaa

1.) Inferred Lighting
Lighting is rendered at 1/4 resolution and then upsampled by a DSF Filter. By using inferred lighting i was able to get ~60 fps with 768 lights on screen. Without inferred lighting i get ~3-6 fps. Additionally, simple alpha blending is now possible for the lighting buffer by using stippling. This wasn't possible before. The stippling pattern hasn't been integrated yet, but everything is ready for it. While all this sounds nice, there is a downside to it: projection maps with high detail aren't possible with inferred rendering, as they are only rendered at 1/4 resolution (like the rest). So if you have hd projection maps on your lights, don't use inferred lighting or you will get blurry projections.
Inferred Lighting is used in "Red Faction: Armageddon" which will be released in a few weeks.
More info in inferred lighting here: http://gdcvault.com/play/1014526/Lighting-the-Apocalypse-Rendering-Techniques

2.) MLAA
An anti aliasing shader which works surprisingly well and is faster than MSAA. Additionally it works with deferred/inferred pipelines (MSAA doesn't on dx9 hardware) which is a big "Yay!".
More info in MLAA here: http://www.iryoku.com/mlaa/


A beta has been send out to testers and clients (finally). Please let me know if you didn't get the mail. laugh



Shade-C EVO Lite-C Shader Framework