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  • RE: Visionaire SHADER ToolKit Demo

    Nice work mate. I noticed you didn't include some of them. I guess because they didn't apply to scene objects properly? I know some of them seem to affect the whole image & not just the alpha mask, from some tests I've done myself.If you don't mind I'll add this to the list of resources on the shaderEffects wiki page? I am planning to make my own .ved for it at some point but it's quite large task & I've got loads of other pages I should sort out beforehand. Have you checked out any of the .ved examples I've provided on the wiki (so far) for some of the shader functions?If you could send me some text/information to add in a readme file such as notes, instructions, contact details etc - that would be great, cheers.

    by afrlme, 12 years ago

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    afrlme 12 years ago
  • Visionaire SHADER ToolKit Demo

    Hello everyone,I've made a little "tech demo" project so people can see some of the FXs that you can get from the Shader ToolKit.Modify it or add other FXs then share it with us ! [b]Enjoy[/b][i]Thanks to SimonS for the Scripts !(I don't own any image in this project, don't sue me ^^)[/i]EDIT1 : Sorry, I've forgot to mention that the project is for [b]Visionaire 4.1[/b] or greater only.EDIT2 : Added Video.EDIT3 : Added Image and 'Read-Me file'

    by unreal, 12 years ago

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    unreal 12 years ago
  • RE: Speichermenü / Screenshots verzerren?

    Eventuell gehts ja hiermit in der nächsten Version, wenn das auch auf Speicherbilder geht.[code]local num = shaderCompile([[#ifdef GL_ESprecision lowp float; precision lowp int; #endifvarying vec2 texcoord; uniform mat4 mvp_mat;attribute vec2 position; attribute vec2 uv;uniform int pass;void main () { vec4 pos = mvp_mat * vec4(position.x,position.y,0.0,1.0); pos.x*=0.5 + pos.y*0.1;pos.y*=0.5 + pos.x*0.1; gl_Position = pos; texcoord = uv; }]],[[#ifdef GL_ESprecision highp float; precision lowp int; #endifuniform sampler2D composite;varying vec2 texcoord;void main() { gl_FragColor = texture2D(composite, texcoord.st);}]])shaderSetOptions({{shader = num, comp_dst=5, comp_src=4 }}, 1)Objects.Objekt0.ShaderSet = 1[/code]Unten ist eine Objektauswahl Objects.Objekt0 Da muss der Name des benötigten Objekts rein.Ich hab jetzt einfach mal was abstruses gemacht.Steht alles in den Zeilen:pos.x*=0.5 + pos.y*0.1;pos.y*=0.5 + pos.x*0.1;

    by SimonS, 12 years ago

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    SimonS 12 years ago
  • RE: Speichermenü / Screenshots verzerren?

    Moin Simon,vielen Dank für deine schnelle Antwort.Schade, dass es (derzeit) keine Lösung dazu gibt. Dann muss ich mir etwas anderes überlegen.Das Objekte verzerren mittels Shader interessiert mich trotzdem (;

    by cancel.logic.brain, 12 years ago

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    cancel.logic.brain 12 years ago
  • RE: Speichermenü / Screenshots verzerren?

    Hallo, bisher hat das keiner versucht oder gewünscht, wenn es Objekte sind lässt sich das per Shader realisieren, jedoch geht das nicht mit Savegamebildern. Wenn es dich interessiert, kann ich das für Objekte mal hinschreiben, aber das der Shader auch auf die Speicherbilder läuft, gibts wohl erst im nächsten Build.

    by SimonS, 12 years ago

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    SimonS 12 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    It's not about generating character shadows. At all. It's about the open GL Shader in general. We were talking about applying shader effects to specified scene objects &/or characters.The[i]entire[/i] thread though is about the [b]shader[/b] in [i]general[/i].@ Simon: there's some funny stuff happens when you try applying certain effects to objects/animations. Some of the effects complete hide the object/animation & some of them draw the entire objects shape (background in one color, alpha with corrupted version of the effect).

    by afrlme, 12 years ago

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    afrlme 12 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    I think the best approach might be to create the effects & shader stuff internally & just provide people with some parameters for each one. Like Construct2 for example, from what I've seen it comes with various shader functions in action parts that you can set options for & choose what to apply it to.It would be safer than letting people mess about with the shader code itself. Someone creates an effect with an action part then it gets added to a table which automatically gets deleted after x loops, time passed - if not set to infinite loop, or something.I'm not sure if that would mean more work for you or less, or be more or less complicated. I find the GSL code quite confusing for my short term memory brain. :D

    by afrlme, 12 years ago

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    afrlme 12 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    Some effects work, some do not. Problem is I have to rewrite big portions of the script to make these possible. Saturation, lightness and such have the problem, that they are applied at the end of the chain, so I would need at least 2 copies of the shader and also a possibility to control both seperately. Blur and glow are adding to the problem that these are multipass effects and I also need to be careful with bleeding on the edge... The glow is just copying the colors and filtering them so only the bright colors are left, then just a blur on that and add it to the screen.

    by SimonS, 12 years ago

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    SimonS 12 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    OK I think I got it cheers. :)We can do this for most of the shader effects apart from blur & glow? Are we allowed to apply other effects such as saturation, lightness?I think blur & glow would be nice effects to add to individual scene objects/characters - well at some point. I'm sure someone would find uses for it. The current glow is a bit too general as it automatically affects certain parts of scenes, but I'm not sure what it uses to determine which parts.

    by afrlme, 12 years ago

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    afrlme 12 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    [code]local eff="ripple1" -- effect name-- the following lines are to make sure the shader is compiled, -- a shader is mini program, that needs to be compiled to use itshaderAddEffect(eff)shaderRemoveEffect(eff)-- this is a standard setting, the shader has a variable that is called strength, we set that to 1shader_effects[eff].num.strength=1-- also for any animation inside the shader, it needs the time, -- so we bind the variable time in the shader to our timebind(eff, "time", field("shader_iTime"))--[[ that is tricky, it contains the settings for something we could call "effect channel", like in an audio mixer, send to channel 1 or such. So we say use the shader "eff" and composition method 5 and 4, list of methods here:0 GL_ZERO1 GL_ONE2 GL_SRC_COLOR3 GL_ONE_MINUS_SRC_COLOR4 GL_SRC_ALPHA5 GL_ONE_MINUS_SRC_ALPHA6 GL_DST_ALPHA7 GL_ONE_MINUS_DST_ALPHA8 GL_DST_COLOR9 GL_ONE_MINUS_DST_COLOR10 GL_SRC_ALPHA_SATURATEthe comp dst means what of the destination goes into the equationand comp src the same for source. So we use the alpha channel of the source image (GL_SRC_ALPHA) and for the destination the inverse (GL_ONE_MINUS_SRC_ALPHA).Destination means our surface, source is the image we are drawing.If we use GL_ONE, GL_ONE you will see that image is like blended onto the surface because the colors are added. ]]shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 1)-- simplest thing of them, set the object "target_object" to the effect channel 1Objects.target_object.ShaderSet = 1[/code]

    by SimonS, 12 years ago

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    SimonS 12 years ago