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jinjin12 



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...   Created on 07.10.2009 - 19:46Jump to top Quote this post Report this post Edit Delete


ok i was looking for some cell shaders file and i found a link on this site
http://www.razyboard.com/system/index.p … did=836814

so how do i use that? cause shader files that i use are usually in .slv or .flv but that is all code. do i compile the code with c++ compiler and save it as .flv or do i copy it to notepad?




KrossX 
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...   Created on 08.10.2009 - 01:39Jump to top Quote this post Report this post Edit Delete


That's ARB, the files are the VP/FP. Maybe like this you'll see it better:


gpuPeteOGL2.vp:

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


gpuPeteOGL2.fp:

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!!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





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jinjin12 



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...   Created on 08.10.2009 - 03:18Jump to top Quote this post Report this post Edit Delete


but how do i use them?




KrossX 
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...   Created on 08.10.2009 - 12:18Jump to top Quote this post Report this post Edit Delete


ARB @ Wiki

I think the best would be to understand it and write it on GLSL. But, you should also check Guest's shaderpack that has some Cellshading shaders in GLSL.

Guest's shaderpack

Keep in mind though, that this shaders are ment to be used with Pete's OpenGL 2 plugin for PSX emulators. So it may not be what you're looking for.





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