OE shader library
at last i finished the slow multipass(simulated not real) bug!
but now i need to find a way to make shaders accept the second material on a node
it only picks up the first samler 2d and ignores the rest
there are two water shaders one similar to that referactions and reflection example on rendermonky but yet again it needs two textures which dont work with irrlicht!
or another simple but working one included in the shaderlib download see previous page
i really need to fix this single texture bug so i can finish my hdr
Karama if you lookup hdr you would be more excited
maybe you can construct a shader that maerges two texture on irrlicht to check if this texture thing is a bug or it is becuase of me
but now i need to find a way to make shaders accept the second material on a node
it only picks up the first samler 2d and ignores the rest
there are two water shaders one similar to that referactions and reflection example on rendermonky but yet again it needs two textures which dont work with irrlicht!
or another simple but working one included in the shaderlib download see previous page
i really need to fix this single texture bug so i can finish my hdr
Karama if you lookup hdr you would be more excited
maybe you can construct a shader that maerges two texture on irrlicht to check if this texture thing is a bug or it is becuase of me
Im not the shader guy, my bro wrote the grass shader for me. THough I can definately ask him to see if he can write a shader to merge 2 textures.
Omaremand, could you write a blur shader while you are at it? I saw a couple posts back that you still were interested in writing a shader and didnt know what to make
Omaremand, could you write a blur shader while you are at it? I saw a couple posts back that you still were interested in writing a shader and didnt know what to make
well i have finnally got the hdr shader working
here is my first test with glowing cubes( glow reigions are defined by the alpha of the texture therefor not using RGBE format which require shader model 3 and float textures)
in other words this is not auto hdr where glows are computed on the fly but are defined by you ( to reduce min requirements)
glows can interact with each other on the same or other nodes
exposure and photo style tonemapping are also in it
this needs a lot of tweaking
but at the above res it works at 85 fps on a 250 mhz gpu opengl (geforce fx5200)
more to come stay tuned
here is my first test with glowing cubes( glow reigions are defined by the alpha of the texture therefor not using RGBE format which require shader model 3 and float textures)
in other words this is not auto hdr where glows are computed on the fly but are defined by you ( to reduce min requirements)
glows can interact with each other on the same or other nodes
exposure and photo style tonemapping are also in it
this needs a lot of tweaking
but at the above res it works at 85 fps on a 250 mhz gpu opengl (geforce fx5200)
more to come stay tuned
here is a small demo of the postprocessor effect
http://d.turboupload.com/d/317316/hdr.exe.html
the hdr lighting needs cubemaps which irrlicht doesnt have however lf does have it
so it would be cool to findout how lf does cubemaps or maybe add cubemaps to the wanted features.
http://d.turboupload.com/d/317316/hdr.exe.html
the hdr lighting needs cubemaps which irrlicht doesnt have however lf does have it
so it would be cool to findout how lf does cubemaps or maybe add cubemaps to the wanted features.