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Z 
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...   Created on 23.11.2008 - 17:55Jump to top Quote this post Report this post Edit Delete


New pack! New pack! : D




Snu 



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Here's another cheer for a new pack. Yay!





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9:) Lindsey Dubb

SuheBator 



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I would suggest add a little cell-shading to AA Shader v2.o. It looks great for me. AA 2.o looks blury on 1024x768 without cell-shading.

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/*
   AA cell-shader v2.o
   
   Copyright (C) 2006 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

const float th = 0.50;      // outlines sensitivity, recommended from 0.00...0.50
const float bb = 0.10;      // outlines strength,    recommended from 0.10...2.00
const float pp = 1.50;      // outlines blackening,  recommended from 0.25...2.00

uniform sampler2D OGL2Texture;

void main()
{
    vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz; 
    vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz; 
    vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz; 
    vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz; 
    vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz; 
    vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz; 
    vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz; 
    vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz; 
    vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz; 
    vec3 dt = vec3(1.0,1.0,1.0); 

    float d1=dot(abs(c00-c22),dt)+0.0001;
    float d2=dot(abs(c20-c02),dt)+0.0001;
    float hl=dot(abs(c01-c21),dt)+0.0001;
    float vl=dot(abs(c10-c12),dt)+0.0001;

    float md = d1+d2;   float mc = hl+vl;
    hl*=  md;vl*= md;   d1*=  mc;d2*= mc;
    
        float ww = d1+d2+hl+vl;
        float d = bb*pow(max(d1+d2+hl+vl-th,0.0),pp)/(dot(c11,dt)+0.25);
    gl_FragColor.xyz= (hl*(c10+c12)+vl*(c01+c21)+d1*(c20+c02)+d2*(c00+c22)+ww*(1.1-d)*c11)/(3.0*ww);
}




KrossX 
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...   Created on 18.06.2009 - 05:07Jump to top Quote this post Report this post Edit Delete


New pack? T_T *tears*





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guest ...
Real addict
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Post:856
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...   Created on 18.06.2009 - 19:47Jump to top Quote this post Report this post Edit Delete


I ain't here to invent some warm water.
I find this shader below to be one of the enjoyable sort but isn't published yet in it's current form...

Vertex file

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/*
   
   Copyright (C) 2005 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/



uniform vec4 OGL2Param;
uniform vec4 OGL2Size;

void main()
{
float x = (OGL2Size.x/2048.0)*OGL2Param.x;
float y = (OGL2Size.y/1024.0)*OGL2Param.y;
vec2 dg1 = vec2( x,y);  vec2 dg2 = vec2(-x,y);
vec2 sd1 = dg1*0.5;     vec2 sd2 = dg2*0.5;
vec2 ddx = vec2(x,0.0); vec2 ddy = vec2(0.0,y);

gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - sd1;
gl_TexCoord[2].xy = gl_TexCoord[0].xy - sd2;
gl_TexCoord[3].xy = gl_TexCoord[0].xy + sd1;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + sd2;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[5].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[6].zw = gl_TexCoord[0].xy + dg2;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - ddy;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + ddx;
gl_TexCoord[3].zw = gl_TexCoord[0].xy + ddy;
gl_TexCoord[4].zw = gl_TexCoord[0].xy - ddx;
}


Fragment file

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/*
   The 4xGLSoft shader - Bloom II
   
   Copyright (C) 2009 guest(r) - guest.r@gmail.com

   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/


uniform sampler2D OGL2Texture;

float hd(float x)

  float y = x*1.1547-1.0;
  float z = x*0.8660254;
  y = (sin(y*1.5707)+1.0)*0.866025;
  return ((1.0-z)*x+z*y);
}

void main()
{
    vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz;
    vec3 s00 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz; 
    vec3 s20 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz; 
    vec3 s22 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz; 
    vec3 s02 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz; 
    vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz; 
    vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz; 
    vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[5].zw).xyz;
    vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[6].zw).xyz;
    vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz; 
    vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz; 
    vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[3].zw).xyz; 
    vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[4].zw).xyz;  
    vec3 dt = vec3(1.0,1.0,1.0);

    float d1=dot(abs(c00-c22),dt)+0.001;
    float d2=dot(abs(c20-c02),dt)+0.001;
    float hl=dot(abs(c01-c21),dt)+0.001;
    float vl=dot(abs(c10-c12),dt)+0.001;
    float m1=dot(abs(s00-s22),dt)+0.001;
    float m2=dot(abs(s02-s20),dt)+0.001;

    vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+(hl+vl)*c11)/(3.0*(hl+vl));
    vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+(d1+d2)*c11)/(3.0*(d1+d2));
    
    c11 =.25*(t1+t2+(m2*(s00+s22)+m1*(s02+s20))/(m1+m2));

    d1 = length(c11);
    c11= vec3(pow(c11,vec3(1.2)));

        gl_FragColor.xyz=hd(d1)*normalize(c11);
}


regards,

guest




KrossX 
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Post:86
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...   Created on 19.06.2009 - 13:58Jump to top Quote this post Report this post Edit Delete


OMG! It's guest! *faints* XD

@SuheBator: Nice and subtle, for all-3D games. Text and other sprites tend to look pretty bad.

@guest: I like it! Text looks quite nice to me with just the first level of it, with more it just gets too blurry. And the bloom, I always like the bloom. XD

I like it more than AA - Daisy 2.o, the one I use the most. Mostly for the way the text looks at the first level.





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jinjin12 



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Post:5
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...   Created on 07.10.2009 - 19:31Jump to top Quote this post Report this post Edit Delete


what is the dos box for?




KrossX 
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Post:86
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...   Created on 08.10.2009 - 01:42Jump to top Quote this post Report this post Edit Delete


Google is your friend. => DOSBox Main Page.





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