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Twigboy 



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Date registered: 30.12.2005
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...   Created on 30.12.2005 - 02:50Jump to top Quote this post Report this post Edit Delete


Hi I was wondering if there is a cell shader out.
If not,would it be hard to make?

Also seen something about a Storybook shaderer but could'nt find a download for it.

Have to say Pete's OpenGL2 PSX GPU plug-in is my favorite.
And thanks to everyone for the additional shaders provided.




rama ...
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...   Created on 30.12.2005 - 03:00Jump to top Quote this post Report this post Edit Delete


Cell shader's here:
click

And the storybook shader is included in here:
click




Twigboy 



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...   Created on 30.12.2005 - 03:12Jump to top Quote this post Report this post Edit Delete


Thsnk's rama,just not sure what to do with these fields of info.
!!ARBvp1.0
OPTION ARB_position_invariant;
MOV result.texcoord[ 0 ],vertex.texcoord[ 0 ];
END

gpuPeteOGL2.fp:

!!ARBfp1.0

PARAM One = {1.0, 1.0, 1.0, 0.0};
PARAM OneAndAhalf = {1.5, 1.5, 1.5, 0.0};
PARAM half = {0.5, 0.5, 0.5, 0.0};
PARAM darkIntensity = {0.1, 0.1, 0.1, 0.0};
PARAM brightIntensity = {0.7, 0.7, 0.7, 0.0};
PARAM shrink = {.99, .99, .99, 0};
PARAM r = {1.0, 0.0, 0.0, 0.0};
PARAM g = {0.0, 1.0, 0.0, 0.0};
PARAM b = {0.0, 0.0, 1.0, 0.0};

TEMP pixel;
TEMP overallColor;
TEMP brightScale;
TEMP brightColor;
TEMP darkScale;
TEMP darkColor;
TEMP colorTemp;



# Read my pixel color & convert it to (0,1)
TEX pixel, fragment.texcoord[0], texture[0], 2D;
SUB pixel, pixel, half;
MAD pixel, pixel, shrink, half;

# Compute bright color
DP3 colorTemp, pixel, r;
MOV brightScale, colorTemp;
DP3 colorTemp, pixel, g;
MAX brightScale, brightScale, colorTemp;
DP3 colorTemp, pixel, b;
MAX brightScale, brightScale, colorTemp;
RCP brightScale, brightScale.x;
MUL brightScale, brightScale, brightIntensity;
MUL brightColor, brightScale, pixel;

# Compute dark color
DP3 colorTemp, pixel, r;
MOV darkScale, colorTemp;
DP3 colorTemp, pixel, g;
MAX darkScale, darkScale, colorTemp;
DP3 colorTemp, pixel, b;
MAX darkScale, darkScale, colorTemp;
RCP darkScale, darkScale.x;
MUL darkScale, darkScale, darkIntensity;
MUL darkColor, darkScale, pixel;

# Choose bright or dark
DP3 overallColor, pixel, One;
SUB overallColor, overallColor, OneAndAhalf;
CMP result.color, overallColor, darkColor, brightColor;

Is there a program or something I need to use to compile this formula?




rama ...
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...   Created on 30.12.2005 - 03:19Jump to top Quote this post Report this post Edit Delete


Well, you need to create those 2 files yourself.
First you create a new textfile and insert this:

!!ARBvp1.0
OPTION ARB_position_invariant;
MOV result.texcoord[ 0 ],vertex.texcoord[ 0 ];
END

Then you save that textfile as "gpuPeteOGL2.vp".

In the second textfile you insert this:

!!ARBfp1.0

PARAM One = {1.0, 1.0, 1.0, 0.0};
PARAM OneAndAhalf = {1.5, 1.5, 1.5, 0.0};
PARAM half = {0.5, 0.5, 0.5, 0.0};
PARAM darkIntensity = {0.1, 0.1, 0.1, 0.0};
PARAM brightIntensity = {0.7, 0.7, 0.7, 0.0};
PARAM shrink = {.99, .99, .99, 0};
PARAM r = {1.0, 0.0, 0.0, 0.0};
PARAM g = {0.0, 1.0, 0.0, 0.0};
PARAM b = {0.0, 0.0, 1.0, 0.0};

TEMP pixel;
TEMP overallColor;
TEMP brightScale;
TEMP brightColor;
TEMP darkScale;
TEMP darkColor;
TEMP colorTemp;



# Read my pixel color & convert it to (0,1)
TEX pixel, fragment.texcoord[0], texture[0], 2D;
SUB pixel, pixel, half;
MAD pixel, pixel, shrink, half;

# Compute bright color
DP3 colorTemp, pixel, r;
MOV brightScale, colorTemp;
DP3 colorTemp, pixel, g;
MAX brightScale, brightScale, colorTemp;
DP3 colorTemp, pixel, b;
MAX brightScale, brightScale, colorTemp;
RCP brightScale, brightScale.x;
MUL brightScale, brightScale, brightIntensity;
MUL brightColor, brightScale, pixel;

# Compute dark color
DP3 colorTemp, pixel, r;
MOV darkScale, colorTemp;
DP3 colorTemp, pixel, g;
MAX darkScale, darkScale, colorTemp;
DP3 colorTemp, pixel, b;
MAX darkScale, darkScale, colorTemp;
RCP darkScale, darkScale.x;
MUL darkScale, darkScale, darkIntensity;
MUL darkColor, darkScale, pixel;

# Choose bright or dark
DP3 overallColor, pixel, One;
SUB overallColor, overallColor, OneAndAhalf;
CMP result.color, overallColor, darkColor, brightColor;

END

This file you need to save as "gpuPeteOGL2.fp".
Put the 2 files in a directory and set the plugin to
this directory.
I hope that helps ^^




Twigboy 



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...   Created on 30.12.2005 - 03:25Jump to top Quote this post Report this post Edit Delete


Ok wasn't sure how to go about it,
but you pretty much cleared up what I need to know.
Thanks again.




chutuoc 



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...   Created on 31.12.2005 - 04:27Jump to top Quote this post Report this post Edit Delete


Sorry if i ask a stupid question but i'm a newbie
please explain for me what is "cell shader" and what are the differents between ARB and GLSlang
Thank




rama ...
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...   Created on 31.12.2005 - 06:56Jump to top Quote this post Report this post Edit Delete


The Cell shader tries to make the graphics appear as in a comic.
ARB and GLSlang are 2 languages to write shaders with.
When a shader is written in both languages try the one
fastest on your system.




chutuoc 



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...   Created on 01.01.2006 - 03:50Jump to top Quote this post Report this post Edit Delete


i have anotherquestion
Where can i find info about shaders .There are a lot of shader and it makes me confuse
Thank




ShadX ...
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Date registered: 20.01.2005
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...   Created on 05.01.2006 - 13:23Jump to top Quote this post Report this post Edit Delete


For Twigboy:
the best (for me) cell shader is the Chris CComic.
You can find it at:

www.foren.de/system/thread-c2dkahq2x111andccomic102bychris-pete_bernert-266904-1843026.html

Or at:

de.geocities.com/christian_maruke/main.html

Bye

[Dieser Beitrag wurde am 06.02.2006 - 10:44 von ShadX aktualisiert]





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