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saving private ryan look

Posted: Fri Aug 26, 2005 10:04 am
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

Posted: Fri Aug 26, 2005 12:24 pm
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

Posted: Sat Aug 27, 2005 10:00 am
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

Posted: Sat Aug 27, 2005 12:22 pm
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

Posted: Mon Aug 29, 2005 10:35 pm
by Antxon
sorry, where is the web-link of the shaders , please?

file not found

Posted: Tue Aug 30, 2005 10:52 am
by ZZooN
http://www.sendmefile.com/00020893

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

plz re-upload them.

Posted: Thu Sep 01, 2005 7:19 am
by Antxon
What about this project?
where is omaremad??

Posted: Fri Sep 02, 2005 8:43 pm
by omaremad
i am still alive the code is on the previos page

Posted: Sat Sep 10, 2005 8:36 am
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?

Posted: Sat Sep 10, 2005 8:36 am
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?

Posted: Sat Sep 10, 2005 8:36 am
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?

Posted: Fri Sep 23, 2005 8:33 pm
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 );
   
}




Re: OE shader library

Posted: Tue Sep 27, 2005 10:42 am
by Somebody else
omaremad wrote: ...
http://www.sendmefile.com/00020893
...
I couldn't download it, could u please give a new link?

Posted: Fri Sep 30, 2005 2:20 pm
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

Posted: Fri Sep 30, 2005 2:25 pm
by omaremad
my files need a home does any one know any permanent file hosters