OE shader library

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do you want this included in the nest release

yeah
56
92%
no way
5
8%
 
Total votes: 61

grayman
Posts: 69
Joined: Thu May 12, 2005 10:48 am
Location: colombia

saving private ryan look

Post by grayman »

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
Guest

Post by Guest »

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" :D
grayman
Posts: 69
Joined: Thu May 12, 2005 10:48 am
Location: colombia

Post by grayman »

its a good idea atleast for motion blur, but should exist a better method, something like antialising method, and the movement i mean an involuntary movement in the fps camera, that movement should simulate a person running
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

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
Antxon

Post by Antxon »

sorry, where is the web-link of the shaders , please?
ZZooN

file not found

Post by ZZooN »

http://www.sendmefile.com/00020893

thx, omaremad.
but i can't download the source.

plz re-upload them.
Antxon

Post by Antxon »

What about this project?
where is omaremad??
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

i am still alive the code is on the previos page
Antxon

Post by Antxon »

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?
Antxon

Post by Antxon »

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?
Antxon

Post by Antxon »

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?
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

plz provide a pi

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 );
   
}



Somebody else

Re: OE shader library

Post by Somebody else »

omaremad wrote: ...
http://www.sendmefile.com/00020893
...
I couldn't download it, could u please give a new link?
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

i have worked on fakebumpmapping and got it working on a bsp

now i have 2 refine lighting calculations

what do u think?

Image
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

my files need a home does any one know any permanent file hosters
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