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Date registered: 30.07.2004
Post:856
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...   Created on 08.08.2009 - 19:20Jump to top Quote this post Report this post Edit Delete


I've decided to publish some of my older shaders. My really firs ones were perhaps good loking only with some games or/and plugin settings.
Some were 'logical', classic style. I adapted them a bit so they display the same effect as they did with buggy Catalyst 4.10.




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...   Created on 08.08.2009 - 19:25Jump to top Quote this post Report this post Edit Delete


The 'AA no smothing shader' (dates 11.11.2004 in my files archive):

vertex file:

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uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
void main()


{
 vec4 offsetx;
 vec4 offsety;

 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

 offsetx.x = OGL2Param.x;    
 offsetx.y = 0.0;            
 offsetx.w = 0.0;            
 offsetx.z = 0.0;            
 offsety.y = OGL2Param.y;    
 offsety.x = 0.0;        
 offsety.w = 0.0;
 offsety.z = 0.0;
 
 gl_TexCoord[0] = gl_MultiTexCoord0;
 gl_TexCoord[1] = offsetx;    
 gl_TexCoord[2] = offsety;    
}


...looks a bit familiar but offset is a common word :P

fragment file:

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// AA no smothing shader
// by guest
// At low internal res. only shd. lvl. 1&2 look acceptable
// does a little left to right shifting

uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
uniform sampler2D OGL2Texture;

void main()
{
vec4 col,colA,colB,colC,colD,colE,colF,colG,colH;
bool UR, DR, UL, DL, DGEB = bool(false); 

col = texture2DProj(OGL2Texture, gl_TexCoord[0]); 
colA = texture2DProj(OGL2Texture, gl_TexCoord[0] - gl_TexCoord[1] - gl_TexCoord[2]);
colB = texture2DProj(OGL2Texture, gl_TexCoord[0] - gl_TexCoord[2]); 
colC = texture2DProj(OGL2Texture, gl_TexCoord[0] + gl_TexCoord[1] - gl_TexCoord[2]);
colD = texture2DProj(OGL2Texture, gl_TexCoord[0] - gl_TexCoord[1]); 
colE = texture2DProj(OGL2Texture, gl_TexCoord[0] + gl_TexCoord[1]); 
colF = texture2DProj(OGL2Texture, gl_TexCoord[0] - gl_TexCoord[1] + gl_TexCoord[2]); 
colG = texture2DProj(OGL2Texture, gl_TexCoord[0] + gl_TexCoord[2]); 
colH = texture2DProj(OGL2Texture, gl_TexCoord[0] + gl_TexCoord[1] + gl_TexCoord[2]); 

if (colC == colB && colB == colE && colE == col) UR = true;  
if (colG == colE && colE == colH && colH == col) DR = true;  
if (colD == colF && colF == colG && colG == col) DL = true; 
if (colA == colB && colB == colD && colD == col) UL = true;
if (colD == colG && colG == colE && colE == colB) DGEB = true; 

if (!DGEB) 
{
   if (UR && colD == colG) { col = colD ;}
   else
   if (DL && colB == colE) { col = colB ;}
   else
   if (DR && colD == colB) { col = colD ;}
   else
   if (UL && colG == colE) { col = colE ;}
}

gl_FragColor = col;
 
}





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