Fullscreen shaders |
by demonicpriest23
on 05/15/2007 06:36, 27 messages, last message: 05/21/2007 23:07, 8948 views, last view: 05/18/2024 23:07 |
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Just wondering if anyone here knows how to make new fullscreen shaders or edit existing ones. The main thing I want to do is stuff like color switches, like the one they already have. i hope it doesnt take too much hard programming...
-DemonicPriest (2/3=0.666)
-The original asshole
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#1: .. |
by Der/Nalia
on 05/17/2007 02:03
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nope.. i've made some pretty interesting ones...
just open stdshaders.cfg and edit / add shaders..
my fav one that i've done so far is:
shader 0 "test" [ @fsvs @setup4corners END ] [
@fsps
@sample4corners
TEMP t, u;
SUB t, s00, s20;
ADD t, t, s20;
SUB t, t, s22;
ADD t, t, t;
ADD u, s00, s02;
SUB u, u, s20;
SUB u, u, s22;
MUL u, u, u;
ADD t, t, u;
ADD result.color, sample, t;
MUL result.color, t, 1.2;
END
]
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#2: shaders |
by ethan592
on 05/17/2007 20:51
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the engine uses glsl shaders. you should be able to find a tutorial very easy. what do you want to do?
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#3: .. |
by 23demonicpriest23
on 05/17/2007 20:52
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Oh man I have no idea at all... Now I need a scripting tutorial for shaders... Damn I suck
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#4: .. |
by demonicpriest0104905
on 05/17/2007 21:16
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I dont even know what glsl is...
Mainly what I want to do is make special screen effects, stuff like the gbr shader, emboss maybe, hippy-ized colors, stuff like that
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#5: Re: .. |
by nieb
on 05/17/2007 21:41, refers to #1
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>>
shader 0 "test" [ @fsvs @setup4corners END ] [
@fsps
@sample4corners
TEMP t, u;
SUB t, s00, s20;
ADD t, t, s20;
SUB t, t, s22;
ADD t, t, t;
ADD u, s00, s02;
SUB u, u, s20;
SUB u, u, s22;
MUL u, u, u;
ADD t, t, u;
ADD result.color, sample, t;
MUL result.color, t, 1.2;
END
]
<<
That shader looks so cool Der/Nalia. :D
Looks like you used some of the bumpmapping code in there...weird.
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#6: .. |
by demonicpriest132048466123
on 05/17/2007 22:02
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I tried that shader. I put it under fullscreen shaders, went into the game and did "setfullscreenshader test" but it didn't work. I tried it again with numbers after it (...test 1, 0, and 1000) and it was still broken. What am I doing wrong..?
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#7: Re: .. |
by Passa
on 05/18/2007 01:31, refers to #6
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Does your card support full screen shaders?
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#8: Re: .. |
by absinth
on 05/18/2007 01:33, refers to #5
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>That shader looks so cool Der/Nalia. :D
yes it looks cool ;o)
a screenshot for those that can't get it to work:
http://tinyurl.com/32oxbk
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#9: Re: .. |
by demonicpriest0104905
on 05/18/2007 01:58, refers to #7
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Yeah, my card supports it. I can run bloom and all the other ones it comes with. I can run bloom in some maps with a 1280 res and max settings and get 30 fps, and otherwise I get shitloads higher FPS, so I have a pretty good card (although Sauer is a resource whore, I gotta say- Farcry runs top setting high res and gets almost double that FPS...)
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#10: Re: .. |
by Passa
on 05/18/2007 02:29, refers to #9
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Yeah and Far Cry doesn't have quite the same number of advanced features that Sauerbraten has. You're comparing apples and oranges there (and anyway, its an isolated problem, because I get sub 80 FPS in Far Cry and 199+ in Sauerbraten).
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#11: .. |
by Der/Nalia
on 05/18/2007 04:06
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Here are some more screenshots with some maps my team has done... with before and after
http://ss.faithnation.com/media/Screenshots/Unnamed.html
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#12: .. |
by demonicpriest0104905
on 05/18/2007 04:54
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Oh yeah, and share your shaders (because I suck at programming- I tried it. I pretty much said "wtf" after I saw gibberish, and Sauer-script is even more gibberish)
/R/ cell shading effect
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#13: Re: .. |
by Acord
on 05/18/2007 15:23, refers to #12
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Did you recompile the code?
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#14: .. |
by demonicpriest0104905
on 05/18/2007 19:27
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I just copy and pasted it
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#15: Re: .. |
by SanHolo
on 05/19/2007 06:29, refers to #14
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Well, without recompiling your code ist not even in the game. ;)
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#16: .. |
by demonicpriest1981905108975
on 05/19/2007 06:44
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Uh how do I recompile it?
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#17: Re: .. |
by baby rabbit
on 05/19/2007 14:53, refers to #16
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urm... stdshader.cfg is read each time the game launches, there is no need to compile anything else if you're just editing it.
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#18: Re: .. |
by kurtis84
on 05/19/2007 16:40, refers to #17
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We shouldn't need to be editing stdshader.cfg ( or anything in the /data dir ). The proper method of adding in new shaders, is to use a map.cfg. This won't work with the fullscreen shaders, so I suppose it's the only way?
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#19: .. |
by demonicpriest1981905108975
on 05/19/2007 20:41
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Still doesnt work -.-
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#20: Re: .. |
by shadow,516
on 05/19/2007 20:54, refers to #18
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it works just fine in a map.cfg
copy pase it at the end, and voila
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