GLSL Shaders

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RealBadAngel
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by RealBadAngel » Fri Nov 22, 2013 23:01

http://realbadangel.pl/minetest/shaders/minetest-shaders_22_11.zip

New windows build. HavenNG, Bumped and modified minetest_game included.
 

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hoodedice
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by hoodedice » Sat Nov 23, 2013 08:40

RealBadAngel wrote:http://realbadangel.pl/minetest/shaders/minetest-shaders_22_11.zip

New windows build. HavenNG, Bumped and modified minetest_game included.


Nice. This build works almost perfectly on my PC. The only thing that doesn't work is water (Either completely black in HavenNG or semi-red in Bumped, no waves). The trees look awesome when they wave. Great work RBA!

Only four lines of Error popped up.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
GLSL shader program failed to link
Fragment shader uses varying tsEyeVec but vertex shader does not write to it.
14:07:46: ERROR[main]: generate_shader(): failed to generate "liquids_shader", a
ddHighLevelShaderMaterial failed.


I think it's not far before we get this in stable =D
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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RealBadAngel
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by RealBadAngel » Sat Nov 23, 2013 12:29

hoodedice wrote:
RealBadAngel wrote:http://realbadangel.pl/minetest/shaders/minetest-shaders_22_11.zip

New windows build. HavenNG, Bumped and modified minetest_game included.


Nice. This build works almost perfectly on my PC. The only thing that doesn't work is water (Either completely black in HavenNG or semi-red in Bumped, no waves). The trees look awesome when they wave. Great work RBA!

Only four lines of Error popped up.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
GLSL shader program failed to link
Fragment shader uses varying tsEyeVec but vertex shader does not write to it.
14:07:46: ERROR[main]: generate_shader(): failed to generate "liquids_shader", a
ddHighLevelShaderMaterial failed.


I think it's not far before we get this in stable =D


That is already fixed in git, i will modify windows build and upload it soon.
 

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by RealBadAngel » Sat Nov 23, 2013 15:38

 

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by Inocudom » Mon Nov 25, 2013 00:26

The shaders are beginning to show signs of stability and are quite the eye candy to look at.

It looks like the branch that PilzAdam was maintaining of your fork is gone. It seemed like it would allow for your shaders to be in proller's next branch. This could be advantageous because proller's next branch has vbo and other enhancements in it.
 

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by RealBadAngel » Mon Nov 25, 2013 11:22

https://github.com/RealBadAngel/minetest

Sources rebased vs 0.4.8
Plants and leaves now use node property to make them wave.
Please add:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
waving = 1

in node definition.

Whats left to do:
- change animation factor from time_of_day to some other timer
- fine tune main menu settings
- find out why on some setups there are problems with alpha nodes

Windows build will come later today.
 

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by jojoa1997 » Mon Nov 25, 2013 12:17

It looks very good. Nice job RealBadAngel. I hope this gets merged.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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RealBadAngel
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by RealBadAngel » Wed Nov 27, 2013 07:27

New windows build.
This is supposed to be propably final version, or at least close to it ;)

http://realbadangel.pl/minetest/shaders/minetest-0.4.8-shaders.zip

If you can find any bugs, please report them.
 

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by VanessaE » Wed Nov 27, 2013 08:52

There is a bug: when waving is enabled for a given node, it badly distorts that node's appearance in the inventory (it looks fine in-hand and in the world, though). This is a recent regression - in the code that you had a couple of days ago, it was fine.

Meanwhile, anyone who wants to see these shaders in practical use, please visit my Creative or Survival server (digitalaudioconcepts.com ports 30000 or 30001) and look around. I've deployed some code to these two that will make leaves and several types of plants wave around, provided your client build has the new shaders. :-)
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by Inocudom » Wed Nov 27, 2013 14:31

Will steep parallax mapping come in the future?
 

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by RealBadAngel » Wed Nov 27, 2013 16:07

Inocudom wrote:Will steep parallax mapping come in the future?


Yes. Steep parallax mapping have both some advantages and disadvantages.
It is great for repetetive tiles as stone.
Thats because it moves the texture.
So its unusable for lets say furnace for example.
When we will be able to send more detailed data to the shader, i will make it settable.
 

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by Fess » Wed Nov 27, 2013 18:49

http://jsfiddle.net/bYHfh/ maybe you will find something useful in this demo :)
Last edited by Fess on Wed Nov 27, 2013 18:49, edited 1 time in total.
 

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by RealBadAngel » Fri Nov 29, 2013 19:25

https://github.com/RealBadAngel/minetest
Here comes the repo with rather final version before pushin it to master.

The commit itself:
https://github.com/minetest/minetest/pull/1025

If anybody can find any issues please report them.
Last edited by RealBadAngel on Fri Nov 29, 2013 19:30, edited 1 time in total.
 

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by hoodedice » Fri Nov 29, 2013 21:20

RealBadAngel wrote:https://github.com/RealBadAngel/minetest
Here comes the repo with rather final version before pushin it to master.

The commit itself:
https://github.com/minetest/minetest/pull/1025

If anybody can find any issues please report them.


Can I get a windows build please? And an ubuntu one too?
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by Inocudom » Fri Nov 29, 2013 22:34

hoodedice wrote:
RealBadAngel wrote:https://github.com/RealBadAngel/minetest
Here comes the repo with rather final version before pushin it to master.

The commit itself:
https://github.com/minetest/minetest/pull/1025

If anybody can find any issues please report them.


Can I get a windows build please? And an ubuntu one too?


I asked PilzAdam and sfan5 to make such a build today.
 

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by Inocudom » Mon Dec 02, 2013 03:39

Fess wrote:Here is the win64 build of RealBadAngels's shaders branch compiled by my friend Midnightwraith:
http://yadi.sk/d/vYCQ7DYjDdeRk
details https://forum.minetest.net/viewtopic.php?id=7570
P.S. This build includes not latest version of builtin lua scripts, cuz it's bugged even in main branch, and also not latest version of shaders, because latest version causes transparency fail - black shades near oscillating objects.
[spoiler="Shaders bug with latest shaders version"]
http://radikal.ua/data/upload/fb1a9/4efc3/d4ba22f8b9.jpg
[/spoiler]
P.P.S. Also this build includes 2 texture packs with bump mapping, etc.


Fess made a build of your shaders branch today, RealBadAngel.
 

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by hoodedice » Mon Dec 02, 2013 04:12

Inocudom wrote:
Fess wrote:Here is the win64 build of RealBadAngels's shaders branch compiled by my friend Midnightwraith:
http://yadi.sk/d/vYCQ7DYjDdeRk
details https://forum.minetest.net/viewtopic.php?id=7570
P.S. This build includes not latest version of builtin lua scripts, cuz it's bugged even in main branch, and also not latest version of shaders, because latest version causes transparency fail - black shades near oscillating objects.
[spoiler="Shaders bug with latest shaders version"]
http://radikal.ua/data/upload/fb1a9/4efc3/d4ba22f8b9.jpg
[/spoiler]
P.P.S. Also this build includes 2 texture packs with bump mapping, etc.


Fess made a build of your shaders branch today, RealBadAngel.


So did sfan5. The new release has a few kinks. I hadn't had the time to test it out thoroughly, but will get back when done.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by RealBadAngel » Mon Dec 02, 2013 06:46

I will rebase it later today and fix the bug with transparency.
 

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by MirceaKitsune » Thu Dec 12, 2013 15:59

Since this doesn't seem to have been mentioned yet, shaders are now in GIT master of Minetest. No more custom builds needed... just update and try them!

Everything seems to be working pretty well for me. Only problem is the flickering of surfaces with parallax maps, which is a known issue and I can live with it. Strangely however, the leaf deformation shader doesn't work, although water deformation does. Also, anyone know why the water reflection shader wasn't included yet, and if / when it will be?

[EDIT] Leaf and plant shaders work too. They only show up on Vanessa's server, so I assume node definitions need a new flag which the default leafs didn't get yet, hence why they don't work out of the box on minetest_game.
Last edited by MirceaKitsune on Thu Dec 12, 2013 19:46, edited 1 time in total.
 

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by Inocudom » Fri Dec 27, 2013 02:02

I found out about a new feature made by RealBadAngel that will automatically generate normal maps for textures. Look at the bits of today's chat room posts below:
[20:52] <RealBadAngel> Inocudom, git apply patch_file
[20:52] <VanessaE> hi
[20:52] <RealBadAngel> or you can build whole tree
[20:53] <RealBadAngel> hi VanessaE
[20:53] <RealBadAngel> https://github.com/RealBadAngel/minetest
[20:53] <Inocudom> Oh. Do you think it would be worth trying to convince Fess to add the patch to his builds?
[20:53] <RealBadAngel> heres the repo, up to date with minetest master
[20:54] <RealBadAngel> this is test repo, i dont think its needed atm
[20:54] <Inocudom> You will probably have to help him with it, since his builds are 64-bit.
[20:54] <RealBadAngel> thats not a problem
[20:55] <RealBadAngel> on the other hand more testers are always welcome
[20:55] <Inocudom> If you show me the link to the patch, I can show Fess where it is at.
[20:55] <RealBadAngel> click on my repo, click the commit
[20:55] <Inocudom> You should post the link in your shaders topic too.
[20:55] <RealBadAngel> copy commit's link
[20:55] <RealBadAngel> add .patch to link
[20:56] <RealBadAngel> thats a neat trick with github

RealBadAngel also uploaded the patch at the link below:
https://github.com/RealBadAngel/minetest/commit/a48d0e9bed5d478e1b9c468484eb81420ffed28b.patch
Last edited by Inocudom on Fri Dec 27, 2013 03:05, edited 1 time in total.
 

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by Tobinator » Sat Jan 04, 2014 12:09

...Minetest is copying Minecraft now (With the names...) I mean the GLSL shaders from Minecraft... I think the developer of the MC GLSL shaders should post those things with the same name. No matter what game but this is copying!
my mod/texture topic: http://minetest.net/forum/viewtopic.php?id=3939 (english thread)
Meine textur-mod: http://minetest.net/forum/viewtopic.php?id=3952 (deutscher thread)
or download NOW: https://www.dropbox.com/sh/wkiwawhn940qv61/y6NpSl_oLL
look at the topic (download description)
 

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by sfan5 » Sat Jan 04, 2014 13:17

Tobinator wrote:...Minetest is copying Minecraft now (With the names...) I mean the GLSL shaders from Minecraft... I think the developer of the MC GLSL shaders should post those things with the same name. No matter what game but this is copying!

No it is not, copying would be copying the actual shader code from the MC GLSL shaders mod.
We're only doing the same thing.
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Minetest builds for Windows (32-bit & 64-bit)
 

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by RealBadAngel » Sun Jan 05, 2014 04:05

Tobinator wrote:...Minetest is copying Minecraft now (With the names...) I mean the GLSL shaders from Minecraft... I think the developer of the MC GLSL shaders should post those things with the same name. No matter what game but this is copying!


http://en.wikipedia.org/wiki/OpenGL_Shading_Language

Its almost the same like saying that our engine copies c++ or Lua...
Last edited by RealBadAngel on Sun Jan 05, 2014 04:08, edited 1 time in total.
 

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by philipbenr » Sun Jan 05, 2014 06:42

Tobinator wrote: (With the names...)


Give this game a name without using Mine or Craft. if you can't think of one in 10 seconds, then why not Minetest? It has to do with digging/mining in a voxel based world sort of similar to MC.
"The Foot is down!"
 

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by webdesigner97 » Sun Jan 05, 2014 08:57

Tobinator wrote:...Minetest is copying Minecraft now (With the names...) I mean the GLSL shaders from Minecraft... I think the developer of the MC GLSL shaders should post those things with the same name. No matter what game but this is copying!

Lol, this guy really thinks that GLSL is a name invented by Minecraft :D
 

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by philipbenr » Tue Jan 07, 2014 00:56

webdesigner97 wrote:
Tobinator wrote:...Minetest is copying Minecraft now (With the names...) I mean the GLSL shaders from Minecraft... I think the developer of the MC GLSL shaders should post those things with the same name. No matter what game but this is copying!

Lol, this guy really thinks that GLSL is a name invented by Minecraft :D

Now, now... Not everybody knows everything about anything.

That made perfect sense. :P :D
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by Inocudom » Thu Jan 30, 2014 19:37

Inocudom wrote:I found out about a new feature made by RealBadAngel that will automatically generate normal maps for textures. Look at the bits of today's chat room posts below:
[20:52] <RealBadAngel> Inocudom, git apply patch_file
[20:52] <VanessaE> hi
[20:52] <RealBadAngel> or you can build whole tree
[20:53] <RealBadAngel> hi VanessaE
[20:53] <RealBadAngel> https://github.com/RealBadAngel/minetest
[20:53] <Inocudom> Oh. Do you think it would be worth trying to convince Fess to add the patch to his builds?
[20:53] <RealBadAngel> heres the repo, up to date with minetest master
[20:54] <RealBadAngel> this is test repo, i dont think its needed atm
[20:54] <Inocudom> You will probably have to help him with it, since his builds are 64-bit.
[20:54] <RealBadAngel> thats not a problem
[20:55] <RealBadAngel> on the other hand more testers are always welcome
[20:55] <Inocudom> If you show me the link to the patch, I can show Fess where it is at.
[20:55] <RealBadAngel> click on my repo, click the commit
[20:55] <Inocudom> You should post the link in your shaders topic too.
[20:55] <RealBadAngel> copy commit's link
[20:55] <RealBadAngel> add .patch to link
[20:56] <RealBadAngel> thats a neat trick with github

RealBadAngel also uploaded the patch at the link below:
https://github.com/RealBadAngel/minetest/commit/a48d0e9bed5d478e1b9c468484eb81420ffed28b.patch

RealBadAngel, the developers of Freeminer might be able to merge this patch into Freeminer. Will you still support this patch even if only Freeminer has it and Minetest never has it? Will you still improve on it if improvements need to be made?
Last edited by Inocudom on Thu Jan 30, 2014 19:44, edited 1 time in total.
 

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by hoodedice » Thu Jan 30, 2014 20:06

Inocudom or RBA, can I please have the instructions to apply patch and compile?
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by Inocudom » Thu Jan 30, 2014 22:12

hoodedice wrote:Inocudom or RBA, can I please have the instructions to apply patch and compile?

That is something you have to ask RealBadAngel for.
 

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by RealBadAngel » Sat Feb 01, 2014 19:19

Inocudom wrote:
hoodedice wrote:Inocudom or RBA, can I please have the instructions to apply patch and compile?

That is something you have to ask RealBadAngel for.



Grab the sources (whole package) and compile it:
https://github.com/RealBadAngel/minetest/archive/generate_normals.zip
theres an option in main menu to turn the feature on
 

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