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ShadX ...
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...   Created on 08.03.2006 - 09:32Jump to top Quote this post Report this post Edit Delete


???? vec4 fract = fract(coord);? ???

Is a Nvidia GLSL parser bug. You cannot name a variable with the same name as operator.
Corrected...
Bye




ShadX ...
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...   Created on 09.03.2006 - 13:57Jump to top Quote this post Report this post Edit Delete


Try this if you can...

gpuPeteOGL2.slv:

uniform vec4 OGL2InvSize;

void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord0 + vec4( 1.0, 0.0, 0.0, 0.0) * OGL2InvSize;
gl_TexCoord[2] = gl_MultiTexCoord0 + vec4( 0.0, 1.0, 0.0, 0.0) * OGL2InvSize;
gl_TexCoord[3] = gl_MultiTexCoord0 + OGL2InvSize;

}

gpuPeteOGL2.slf:

const vec3 YIQ1 = vec3(0.299, 0.587, 0.114);
const vec3 YIQ2 = vec3(0.596,-0.275,-0.321);
const vec3 YIQ3 = vec3(0.212,-0.523, 0.311);

const mat3 invYIQ = mat3( 1.0, 1.0, 1.0,
0.9557,-0.2716,-1.1082,
0.6199,-0.6469, 1.7051);

const float GrayLevels = 5.0;//editable from 1.0 (don't use 0.0!!!!) to 256.0

uniform sampler2D OGL2Texture;

void main()
{
vec3 c[4];

c[0] = texture2D(OGL2Texture,gl_TexCoord[0].xy).rgb;
c[1] = texture2D(OGL2Texture,gl_TexCoord[1].xy).rgb;
c[2] = texture2D(OGL2Texture,gl_TexCoord[2].xy).rgb;
c[3] = texture2D(OGL2Texture,gl_TexCoord[3].xy).rgb;

vec3 temp0 = vec3(dot(c[0],YIQ1),dot(c[0],YIQ2),dot(c[0],YIQ3));

float temp1 = abs( dot(c[3],YIQ1) + dot(c[2],YIQ1) - dot(c[1],YIQ1) - temp0.x) +
abs( dot(c[3],YIQ1) - dot(c[2],YIQ1) + dot(c[1],YIQ1) - temp0.x);

temp0.x = floor(temp0.x * GrayLevels + 0.5);
temp0.x /= GrayLevels;

gl_FragColor.rgb = invYIQ * temp0 - vec3(temp1);
}

Bye




ShadX ...
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.........



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...   Created on 10.03.2006 - 10:59Jump to top Quote this post Report this post Edit Delete


guest schrieb

    Ahh...i don't know.
    It's to advanced...

??????
Don't run for you?
Bye




MegaManJuno 
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Date registered: 28.02.2006
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...   Created on 12.03.2006 - 07:40Jump to top Quote this post Report this post Edit Delete


That's a nice one ShadX... I haven't checked out the first one you posted yet though. It's a little different that what I'm shooting for, but then it never hurts to have different types of shaders for people to choose from.

I got a little free time today and messed around with mine some more. I've changed my colorAdjust function and added 2 more cutoff levels, since I liked the look moreso. I'll get some new shots up on my putfile page I linked to before in the next couple of days.





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Superman 
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Date registered: 25.06.2005
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...   Created on 12.03.2006 - 22:54Jump to top Quote this post Report this post Edit Delete


I am going to give this shader a go on chrono cross...I think it will go nicely with it.




MegaManJuno 
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...   Created on 20.03.2006 - 09:04Jump to top Quote this post Report this post Edit Delete


Finally, I got some new shots up on my putfile page: http://www.putfile.com/megamanjuno





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Xenus 



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...   Created on 20.03.2006 - 21:16Jump to top Quote this post Report this post Edit Delete


Looks nice expecially on games that look cartoony to bigin with. Though sadly it causes banding on the menu as well but that I can deal with. Anybody check what it does with more realistic looking games? Does it achieve the same effect or just cause banding?




MegaManJuno 
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...   Created on 21.03.2006 - 06:32Jump to top Quote this post Report this post Edit Delete


The "banding" is intentional... it's pretty much the basis for what I'm doing here. If you've ever watched an anime/cartoon, you'll notice that there are distinct shading lines/areas in the picture, which is kind of what I was trying to mimic here. In fact, I used the FF7 menu to assist me in working out the cutoff levels for the color bands.

Noone else has this shader yet to try out, so I'll have to try and answer as best I can. To me, this shader looks better overall so far with games that make use of more gouraud shading than textures (as evidenced by by the FF7 shots, since they show the greatest overall difference).

It all depends on the game, and the orginal colors used on how well it turns out, really. I have added a new feature that will adjust the brightness level before applying the color adjustments when the shader level is changed (1 - 5% darker, 2 - normal, 3 - 5% brighter, 4 - 10% brighter). So far, all the shots I've linked to are using a shader level of 4.

I've got an email out to maruke for formalities before I go releasing it (since it's based on some of his initial work with his CComic shader). If I get a favorable response back, I'll post the code here for the shader so others can try it out or tweak it to their liking.

[Dieser Beitrag wurde am 21.03.2006 - 06:33 von MegaManJuno aktualisiert]





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Xenus 



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...   Created on 21.03.2006 - 23:22Jump to top Quote this post Report this post Edit Delete


I know the banding is intentional but it looks much beeter on games like FF7 and Wild Arms 2. I was wondering whether it was achieving the same effect there or if it was just causing banding which just looked like bad hsading. I really like the effect on FF7 and Wild Arms 2. Silent Hill not so much.




MegaManJuno 
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...   Created on 22.03.2006 - 07:27Jump to top Quote this post Report this post Edit Delete


Xenus schrieb

    I know the banding is intentional but it looks much beeter on games like FF7 and Wild Arms 2. I was wondering whether it was achieving the same effect there or if it was just causing banding which just looked like bad hsading. I really like the effect on FF7 and Wild Arms 2. Silent Hill not so much.


I would tend to agree. Games with heavy texture usage featuring a lot of alternating colors don't seem to turn out as well with the color manipulation I'm doing. Games which use "flatter" textures or no textures are where I think it shines at the moment.

Silent Hill is kind of hit and miss depending on the textures... Personally, I think the flashlight works out great with it (from what I've seen of it so far) when you see it in motion... it kind of loses something in a still shot.





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