OE shader library
saving private ryan look
i dont know if the shaders can be applied to a camera but if this is posible could somebody make a shader for a look like saving private ryan and bando of brother, i mean a camera with a lot of moving like somebody running scared and a little motion blur
that can be done without a shader. just set up mouse sensivity to a higher scale.
motion blur should work like this:
use render to texture and render the active camera view into a texture, than display that texture with a lot transparency and a little offset on your view and you should have some sort of blur (you could do that multiple times)
combine them and you have "private ryan look"
motion blur should work like this:
use render to texture and render the active camera view into a texture, than display that texture with a lot transparency and a little offset on your view and you should have some sort of blur (you could do that multiple times)
combine them and you have "private ryan look"
I am back
good idea to do motion blur im going to start work here is the plan
1-use irrlicht to determine the speed of the camera movement(rotation + translation)
2-send it to the shaders as the offset
3- use a mod of the fake bump map shader to do an ofset(bigger movement == bigger ofest)
4- apply to a sprite infront of the camera
good idea to do motion blur im going to start work here is the plan
1-use irrlicht to determine the speed of the camera movement(rotation + translation)
2-send it to the shaders as the offset
3- use a mod of the fake bump map shader to do an ofset(bigger movement == bigger ofest)
4- apply to a sprite infront of the camera
file not found
http://www.sendmefile.com/00020893
thx, omaremad.
but i can't download the source.
plz re-upload them.
thx, omaremad.
but i can't download the source.
plz re-upload them.
For expert in shaders:
Are you look the videogame of ps2 ICO ?
What do think you on whom they are the shaders that this video game uses?
In open spaces of game it shows a very realistic solar light and the stones of the wall are very realistic
What shader does that in open spaces?
Do you know any book of shaders in spanish?
Are you look the videogame of ps2 ICO ?
What do think you on whom they are the shaders that this video game uses?
In open spaces of game it shows a very realistic solar light and the stones of the wall are very realistic
What shader does that in open spaces?
Do you know any book of shaders in spanish?
For expert in shaders:
Are you look the videogame of ps2 ICO ?
What do think you on whom they are the shaders that this video game uses?
In open spaces of game it shows a very realistic solar light and the stones of the wall are very realistic
What shader does that in open spaces?
Do you know any book of shaders in spanish?
Are you look the videogame of ps2 ICO ?
What do think you on whom they are the shaders that this video game uses?
In open spaces of game it shows a very realistic solar light and the stones of the wall are very realistic
What shader does that in open spaces?
Do you know any book of shaders in spanish?
For expert in shaders:
Are you look the videogame of ps2 ICO ?
What do think you on whom they are the shaders that this video game uses?
In open spaces of game it shows a very realistic solar light and the stones of the wall are very realistic
What shader does that in open spaces?
Do you know any book of shaders in spanish?
Are you look the videogame of ps2 ICO ?
What do think you on whom they are the shaders that this video game uses?
In open spaces of game it shows a very realistic solar light and the stones of the wall are very realistic
What shader does that in open spaces?
Do you know any book of shaders in spanish?
plz provide a pi
here is the heat code any way
here is the heat code any way
Code: Select all
float4x4 matView;
float4x4 matViewProjection;
struct VS_INPUT
{
float4 Position: POSITION0;
float2 TexCoord: TEXCOORD0;
float3 Normal: NORMAL0;
float3 Binormal: BINORMAL0;
float3 Tangent: TANGENT0;
};
struct VS_OUTPUT
{
float4 Position: POSITION0;
float2 TexCoord: TEXCOORD0;
float3 Normal: TEXCOORD1;
float3 Binormal: TEXCOORD2;
float3 Tangent: TEXCOORD3;
};
VS_OUTPUT vs_main( VS_INPUT Input )
{
VS_OUTPUT Output;
float4x4 matTransform = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
matTransform = matView;
Output.Position = mul( matViewProjection, Input.Position );
Output.TexCoord = Input.TexCoord;
Output.Normal = ( mul( matTransform, Input.Normal ) + 1.0f ) / 2.0f;
Output.Binormal = ( mul( matTransform, Input.Binormal ) + 1.0f ) / 2.0f;
Output.Tangent = ( mul( matTransform, Input.Tangent ) + 1.0f ) / 2.0f;
return( Output );
}
struct PS_INPUT
{
float2 TexCoord: TEXCOORD0;
float3 Normal: TEXCOORD1;
float3 Binormal: TEXCOORD2;
float3 Tangent: TEXCOORD3;
};
float4 ps_main( PS_INPUT Input ) : COLOR0
{
// Output constant color:
float4 color = float4( 1.0f, 0.0f, 9.0f, 2.0f );
//color.xy = Input.TexCoord;
color.xyz *= Input.Normal;
//color.xyz = Input.Binormal;
//color.xyz = Input.Tangent;
return( color );
}
Re: OE shader library
I couldn't download it, could u please give a new link?