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  • RE: SHADER Question (Solved)

    [quote]Sorry, I'm not answering your question but there is a similar shader FX made by SimonS. I made a downloadable demo project for the visionaire community (or just look at the youtube video), hope this help. See the link :[/quote]Well he can create the ripple effect using the shader toolkit. There are 4 ripple effects available that you could apply to a scene object. Make sure you add the water image into a scene object. The reflection though you might have to do by adding the reflections directly into the water image itself, either as a static image or as an animation, if the scene changes at all.I believe it is possible to create custom shader scripts too, as Simon provided an example of one ages back after he first implemented the shader stuff into the engine. I don't think it's as simple as copy / pasting an existing shader script into it though. You may have to rewrite certain things in the script to get it to work.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: SHADER Question (Solved)

    Sorry, I'm not answering your question but there is a similar shader FX made by SimonS. I made a downloadable demo project for the visionaire community (or just look at the youtube video), hope this help. See the link :

    by unreal, 10 years ago

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    unreal 10 years ago
  • SHADER Question (Solved)

    Saw this on Shadertoy. Any help as to how to implement into the Shader Toolkit?[code]uniform sampler2D texture;uniform vec2 resolution;uniform vec3 overlayColor;void main(){vec2 uv = gl_FragCoord.xy / resolution.xy;if (uv.y > 0.3)// is air - no reflection or effect{ gl_FragColor = texture2D(texture, vec2(uv.x, uv.y));}else{ // Compute the mirror effect. vec4 color = texture2D(texture, vec2(uv.x, 0.6 - uv.y)) vec4 finalColor = vec4(mix(color.rgb, overlayColor, 0.25), 1.0); gl_FragColor = finalColor;}}[/code]Thanks!

    by joemid, 10 years ago

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    joemid 10 years ago
  • RE: Particles doesn't work - how make it snow another way?

    you kinda like BIG animations to put in your games, right :D?Maybe you could use animations, but not to animate the snow. Just a still image which you set as an animation and move this via a function.Making 3-4 "layers"/animations and moving them in different speeds down and also using the shader toolkit to make them wobble a bit could imitate the particle system

    by sebastian, 10 years ago

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    sebastian 10 years ago
  • Heads up on a bug for the shader exclude script.

    Yo peeps,Just wanted to give a heads up if you are having a bug in which the game will no longer fade in, it is more than likely because of this script is on definition.game.GameShaderExclude = eShaderExcludeInterfaces -- stops shader effects from affecting interfaces, texts & mouse cursors etc.This allows you to have interfaces open and text but is not blurred by the shaders. However what it does do is remove the fade in for some reason. Fade out works, but fade in doesn't work at all. Secondly, has anyone come across this and find a solution for it? I'd still need to use the script, but do want the fade in working. My only idea is so far is to execute the script only when I have an interface open.

    by Dilated, 10 years ago

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    Dilated 10 years ago
  • RE: shaderlamp spotlight

    Hey Sebastian,this should be right for you:[code]shaderActivateLighting(1)shaderLamp(0, 0, {500,316,1}, {250,0,0}, {0.001,0.000001,0}, {0,0,0}, {1,1,1}, 1, 90, 0)[/code]This:[code]bind("light1", "lights[0].targetpos", point(inverty(scrollfix(field("{x=500,y=316}"))), 0))[/code]should bind the light to the position. But actually ist seems that the binding not works... I think sth. is wrong with the shader toolkit. Have problems with the binding for my flashlight too...But i hope, the 1st code-snippet works for you...

    by turrican, 10 years ago

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    turrican 10 years ago
  • RE: Dynamic lights?

    Yep. Technically you can do that without the openGL shader also by using the scene brightness value & the to() tweening function.[code]-- fade current scene brightness over 1000ms to a random value between 0 & 20 (0 = black, 100 = default)game.CurrentScene:to(1000, {SceneBrightness = math.random(0, 20)}, easeQuintIn)[/code]... it would be possible to generate random pause value too between each pass by creating a variable to store the random value then assigning that value to a vs value which you can link to a pause action part, that way you could get a dynamically unique lighting flicker each time you called the action block. ;)Simon would be the person to ask about sorting out the lighting with the openGL shader though.P.S: if you enable lighting with openGL then it works like real lighting (minus shadows) in that it lights up whatever is inside of the light radius & then the further you get to the edge of the radius or the further outside of the radius the darker things will get. It's also possible to overlap lighting, which should look similar to what Simon_ASA has in his first screenshot (above).

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Dynamic lights?

    @Lee Can we blink the whole screen with openGL shader kit? Making the scene dark and light again n again like voltage goes down and up?

    by AkcayKaraazmak, 10 years ago

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    AkcayKaraazmak 10 years ago
  • RE: Dynamic lights?

    Can't you use the openGL shader?

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Using Lua to expand tags functionality in text box

    It's on my todo list and I already started with some features, but it will be in a script first like the shader toolkit, in the end it will be in plugin system for the editor for wysiwyg functionality. It's also highly wanted to set texts directly in the editor.

    by SimonS, 10 years ago

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    SimonS 10 years ago