TGMs Shader Package[C++/GLSL]
Hi,
I tried to use the postProcessMotionBlur with Irrlicht 1.4 but it didn't work
I had to change some details in the header (there's no more Textures array in SMaterial) but then when I try to run the program it prints in the output window :
HLSL vertex shader compilation failed:
(1): error X3000: syntax error: unexpected token 'vec2'
and since I understand almost nothing in shaders I didn't try to modify anything.
Any idea about where the problem is?
I tried to use the postProcessMotionBlur with Irrlicht 1.4 but it didn't work
I had to change some details in the header (there's no more Textures array in SMaterial) but then when I try to run the program it prints in the output window :
HLSL vertex shader compilation failed:
(1): error X3000: syntax error: unexpected token 'vec2'
and since I understand almost nothing in shaders I didn't try to modify anything.
Any idea about where the problem is?
Irrlicht noob =p
This pack is write in GLSL, so only for OpenGL mode, but You try run shader in DirectX mode, so You have this errors
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
You have to rewrite this shader manually;)
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
GLSL and HLSL expose their fixed functionality parameters differently. For example in GLSL, position is gl_position which is different in HLSL. That's just one, there are many others.
There's no way you can take GLSL code and compile on a HLSL compiler, you have to find a translator for that. Try the oracle of Google, there's a tool for that.
There's no way you can take GLSL code and compile on a HLSL compiler, you have to find a translator for that. Try the oracle of Google, there's a tool for that.
GlassDemoWIP Problem
There is a problem.
Z buffer is not shared.
Z buffer is not shared.
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It appears that the Bloom interferes with how irrlicht renders shadows. Is there a quick fix to this? Essentially, whenever I use the bloom->render(), I can no longer see any of my shadows being drawn no matter how much I play around with numbers, or the order in which I call draw and render functions in my gameloop. By the way, this code snippet is awesome