Search Result

  • RE: Visionaire Studio 5 Tutorials - German + English(from EP. 20)

    Ich schätze, eigene Shader bauen geht mir völlig über die Hutschnur! :-) Ich habe es grade mal geschafft, mir mit der to() funktion ein Sliding-Interface zu basteln. D.h. auf deine Lua-Tutorials freue ich mich auch schon!Ich meinte schon mit dem vorhandenen Shadertoolkit. Da suche ich gerade nach Beispielen für den Zoom und wurde noch nicht so fündig. Wenn ich deinen Thread mal kurz für eine Fragestunde zum Shadertoolkit misbrauchen darf:Was ist der Unterschied zwischen shaderZoom und shaderViewport?Welche Werte setze ich beim shaderViewport ein? Meine Vermutung: shaderViewport(Zoomlevel, x, y, Rotation?, Dauer, Easing) ?Edit: oh, wer lesen kann... In den Anmerkungen des Shaderscripts stehen die Erklärungen ja drin!

    by esmeralda, 9 years ago

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    esmeralda 9 years ago
  • RE: Visionaire Studio 5 Tutorials - German + English(from EP. 20)

    meinst du eigene shader kreieren oder das was in dem shadertoolkid genutzt wird? 

    by sebastian, 9 years ago

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    sebastian 9 years ago
  • Exclude shader effects for specific interface

    i know that i can exclude shader effects for mouse cursors and interfaces. in my game i would like to exclude only a specific interface (the inventory), but not another secondary interface (which is a smartphone). is this somehow possible? thanks in advance :-)constantin

    by constantin, 9 years ago

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    constantin 9 years ago
  • RE: [SOLVED] Rotate Animation Script question

    Yes, exactly, and then this value is passed to shader.

    by stroncis, 9 years ago

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    stroncis 9 years ago
  • RE: [SOLVED] Rotate Animation Script question

    First, to clarify things up - this is shader based fx. Some options can be set to negative values, that comes very true for offset. Pass mouse coordinates to it, making from -5.0 to +5.0 with 0.0 at the screen center and you will control direction of wind with mouse.Speed - obviousOffset - is more like wind direction strength in this case, object bending angle.Strength - wind strengthDirection - root positionFunc - this is the vibration pattern, which can be programmed. garphics.noise and garphics.noise2 are perlin noises and thus are just noises, you can't make them to behave in some intricate manner. If you want something in particular like wind gusts with specific vibration patterns, then there's math involved and some external input, which controls wind strength and this funcion in cooperation.

    by stroncis, 9 years ago

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    stroncis 9 years ago
  • RE: Porting GLSL to HLSL causes error in various occasions [bug]

    First one I'll fix when I have time, but you really shouldn't branch like that. Better keep branching out of the shader.Second is wrong for most shader languages, it's only for convenience.

    by SimonS, 9 years ago

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    SimonS 9 years ago
  • JSON(spine) Character Center/scrolling problem.

    Hello Visionaire community, ive have been expirementing with JSON files via spine lately, i've created a nice character animation and its working fine, except 1 little problem.I cant set the characters Center on my character, and its bugging on my scrollable scenes, The character just walks right of the POV and the scrollable camera cant keep up, i really dont know if the 'character center' is the cause of that, but i need a fix for it. (with png animations its working fine)And something else, i wrote a shader script that makes a specific light Follow my characcter, its working great, but when the time comes for the scene to scroll, the character just walks of screen again and the shader is staying behind him.i think that the answer for my first question will automaticly answer the second too.Thank you in advance.

    by Nikos Ewto, 9 years ago

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    Nikos Ewto 9 years ago
  • Passing _t_texture to shader doesn't work

    I get flat black instead of texture. I have suspicions, that's something to do with uv, but it's just wild guess. Lua code (i disable shaders by setting *.ShaderSet to "-1" and unregistering event):local shaderHP = shaderCompile(Shaders.high_pass.Compiled) function shaderHPLoop()  graphics.shaderUniform(shaderHP,"_t_mountains", "vispath:mountains.png")end function highPassShader()  Scenes["001-001_scene"].ShaderSet = shaderHP  Objects.kittan.ShaderSet = shaderHP  registerEventHandler("mainLoop", "shaderHPLoop")endAnd fragment shader (i ommited everything, that's irrelevant):varying vec2 uvVarying;uniform sampler2D _t_mountains;void main (){vec4 mountains = texture2D (_t_mountains, uvVarying); gl_FragColor = vec4(mountains.r,.3,.4, 1.0); // f.e. red channel is flat black}VS5.b1188, texture file path is correct (mentioning, because no error like "nil" is generated if path is not correct, so easy to make a mistake here)

    by stroncis, 9 years ago

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    stroncis 9 years ago
  • RE: Greyscale Shader

    Is there a shader to show the game in greyscale colors? grinshaderSaturation(0, 1000)

    by joemid, 9 years ago

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    joemid 9 years ago
  • Greyscale Shader

    Is there a shader to show the game in greyscale colors? :D

    by marvel, 9 years ago

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    marvel 9 years ago