GLSL Shaders

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Mgdie
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GLSL Shaders

by Mgdie » Sun Dec 09, 2012 22:09

Image
Image

https://www.youtube.com/watch?v=FlS6i4aJZ58
Minecraft looks really good with these stuff but it only works in 0.01 % of minecraft players because you need hellalot power.

So i thought if this is possible on minetest the performance gain due to native code would be greater making the game look better without a performance loss. ;D
Last edited by Mgdie on Sun Dec 09, 2012 22:53, edited 1 time in total.
 

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by leo_rockway » Mon Dec 10, 2012 02:23

This does look great.
 

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by MirceaKitsune » Mon Dec 10, 2012 10:53

That looks very beautiful! Anyway yes, it is possible in MineTest with shaders as far as I know. But we need someone to implement a second render pass for shaders, like celeron55 explained. Once that's in this should be very doable, and totally needs to happen.
 

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by dannydark » Mon Dec 10, 2012 14:01

Yeah like MirceaKitsune said a second render pass is needed for some shaders (like depth-of-field etc)
 

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by Mgdie » Sat Feb 02, 2013 03:20

soooo... any word?
 

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by sfan5 » Sat Feb 02, 2013 08:33

Mgdie wrote:Minecraft looks really good with these stuff but it only works in 0.01 % of minecraft players because you need hellalot power.

It works for the most people, but It doesn't have good performance. Thats a difference.
Mgdie wrote:So i thought if this is possible on minetest the performance gain due to native code would be greater making the game look better without a performance loss. ;D

GLSL compiles Shaders to native code that can run on GPUs, it doesn't matter if the game itself if written in c++ or java.
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by Calinou » Sat Feb 02, 2013 12:18

sfan5 wrote:GLSL compiles Shaders to native code that can run on GPUs, it doesn't matter if the game itself if written in c++ or java.


The programming language matters a lot. The GLSL shaders mod on Minecraft are very slow for me, but the GLSL shaders on Minetest are much faster.
 

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by Mito551 » Sat Feb 02, 2013 12:24

Calinou wrote:
sfan5 wrote:GLSL compiles Shaders to native code that can run on GPUs, it doesn't matter if the game itself if written in c++ or java.


The programming language matters a lot. The GLSL shaders mod on Minecraft are very slow for me, but the GLSL shaders on Minetest are much faster.

wait. what minetest shaders?
 

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by doserj » Sat Feb 02, 2013 12:40

Calinou wrote:The programming language matters a lot.


It doesn't

The GLSL shaders mod on Minecraft are very slow for me, but the GLSL shaders on Minetest are much faster.


That's because the shaders in minetest barely do anything, compared to the shader mods for minecraft.
 

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by PilzAdam » Sat Feb 02, 2013 13:36

Mito551 wrote:
Calinou wrote:
sfan5 wrote:GLSL compiles Shaders to natice code that can run on GPUs, it doesn't matter if the game itself if written in c++ or java.


The programming language matters a lot. The GLSL shaders mod on Minecraft are very slow for me, but the GLSL shaders on Minetest are much faster.

wait. what minetest shaders?

Minetest 0.4.4 has some (test-) shaders.
 

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by Mito551 » Sat Feb 02, 2013 15:51

yes. that's what i thought. but it's inappropraite comparing these shaders and shaders of the top post.
 

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by Calinou » Sat Feb 02, 2013 17:53

Mito551 wrote:yes. that's what i thought. but it's inappropraite comparing these shaders and shaders of the top post.


The shaders I used on Minecraft were depth of field, world curvature and parallax/normal/specular maps AFAIK (with a 256×256 texture pack). So that's probably why it's slower, nevermind then. ;)
 

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Re: GLSL Shaders

by burli » Fri Apr 01, 2016 11:31

Is there any progress on this? Would be awesome to see something similar in minetest
 

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Re: GLSL Shaders

by issa » Fri Apr 01, 2016 13:47

look cool, hope will be integrated on minetest :)
 

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Re: GLSL Shaders

by MineYoshi » Fri Apr 01, 2016 20:45

i will like that the GLSL Shaders be optional, some people here doesn't have so good computers!
Will look great, the actually shaders of 0.4.13 in really are very good!
we only need a better sun light shader!
And make the leaves a bit more soft!

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Re: GLSL Shaders

by issa » Sun Apr 03, 2016 09:15

sorry but with this screns and the screens like u see up :



i defintly prefer the up :

so i realy want see shaders in minetest

Edit : in the past i think someone make a shaders version of minetest, because minetest using Irlich framwork, and on this frmawork u have some module u can activate to add futurs to the engine, or edit source code to add more réalistics on the engine see this :

or this : :

http://irrlicht.sourceforge.net/forum/v ... =6&t=23453


Look this game using the same engine of minetest :

http://irrlicht.sourceforge.net/forum/v ... =6&t=48105

look really cool

Image

[img]
http://www.sodan.dk/irr02.jpg[/img]


Image
 

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Re: GLSL Shaders

by MineYoshi » Sun Apr 03, 2016 23:56

i think that c55 don't implement that graphics because the idea of Minetest is make a reliable game with good performance!
That shaders make the game very "nice" and "beauty"!

But it needs many computer hardware!

If the devs do a add-on to the engine, that you can install, if you think your pc is fast!
but anyways is better polish performance and in-game experience!
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Re: GLSL Shaders

by Sick-D!! » Mon Apr 11, 2016 21:45

MineYoshi wrote:i think that c55 don't implement that graphics because the idea of Minetest is make a reliable game with good performance!
That shaders make the game very "nice" and "beauty"!

But it needs many computer hardware!

If the devs do a add-on to the engine, that you can install, if you think your pc is fast!
but anyways is better polish performance and in-game experience!



Maybe you're right... but it looks damn amazing anyways ...

i use minecraft shaders when i play mc ... i miss sth like that for minetest...

What about doing it as a mod or so? Would that be possible??
Irrlicht IS powerful... we know all... but how Complicated is this?
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Re: GLSL Shaders

by MineYoshi » Mon Apr 11, 2016 22:04

Sick-D!! wrote:
MineYoshi wrote:i think that c55 don't implement that graphics because the idea of Minetest is make a reliable game with good performance!
That shaders make the game very "nice" and "beauty"!

But it needs many computer hardware!

If the devs do a add-on to the engine, that you can install, if you think your pc is fast!
but anyways is better polish performance and in-game experience!



Maybe you're right... but it looks damn amazing anyways ...

i use minecraft shaders when i play mc ... i miss sth like that for minetest...

What about doing it as a mod or so? Would that be possible??
Irrlicht IS powerful... we know all... but how Complicated is this?


Actually we only need "Fancy Lightning" Minetest have very nice shaders, as the moving leaves, or the cool water too!
Minetest only need to upgrade the sun light, or fancy lightning, i like the Minetest Shaders, and they are cool, only is about add 1 thing more to make Minetest look so "realistic"...
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Re: GLSL Shaders

by benrob0329 » Mon Apr 11, 2016 22:58

I say that anyone wanting to take a stab at making shaders should do it, and post the replacement files for everyone to test.

I personally like the current style of shadows, the sun just needs to be seen as a light source (the moon is ok as is, as there aren't many shadows at night)
 

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Re: GLSL Shaders

by MineYoshi » Mon Apr 11, 2016 23:16

benrob0329 wrote:I say that anyone wanting to take a stab at making shaders should do it, and post the replacement files for everyone to test.

I personally like the current style of shadows, the sun just needs to be seen as a light source (the moon is ok as is, as there aren't many shadows at night)


+100!
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Re: GLSL Shaders

by Thomas-S » Tue Apr 12, 2016 17:04

Additionally, smooth lightening for nodeboxes would be really good.
 

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Re: GLSL Shaders

by TumeniNodes » Wed Apr 13, 2016 16:24

Yes, Irrlicht does have many features regarding shaders, it is just a bit difficult finding really good example or explanation documentation on how to implement them.
I have downloaded a couple of glsl water shader scripts and trying to find documentation on getting them to work ingame, what is needs what are the important lines of code, etc...., not so easily nor readily found. (well, at least not for me) "Dammit Jim..., I'm an artist, not a coder!"
It's funny because, you find a little info, and do some typing, start the game and have your fingers crossed that it works like a little kid haha...
I have only got as far as to get a water shader to actually not cause an error on loading..., but only to learn it was simply because I added a blank init.lua file... but nothing more happened as I have no idea what script is needed to point what to where, or when : /
But..., I keep plugging away. If I ever get something to work Im gonna dance naked around the fire pit in my back yard, because I will be able to share it with the community..., but if I do get something to work it will be only due to pure luck with zero attributed knowledge of wth I did :D
glsl shaders will be great but, will not work for everyone. and any shaders suck performance down.
I still feel the best approach is looking more toward focusing on tweaking actual graphic images and files amap and not relying fully upon numerous shaders
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Re: GLSL Shaders

by MineYoshi » Wed Apr 13, 2016 19:59

thegreatone wrote:Yes, Irrlicht does have many features regarding shaders, it is just a bit difficult finding really good example or explanation documentation on how to implement them.
I have downloaded a couple of glsl water shader scripts and trying to find documentation on getting them to work ingame, what is needs what are the important lines of code, etc...., not so easily nor readily found. (well, at least not for me) "Dammit Jim..., I'm an artist, not a coder!"
It's funny because, you find a little info, and do some typing, start the game and have your fingers crossed that it works like a little kid haha...
I have only got as far as to get a water shader to actually not cause an error on loading..., but only to learn it was simply because I added a blank init.lua file... but nothing more happened as I have no idea what script is needed to point what to where, or when : /
But..., I keep plugging away. If I ever get something to work Im gonna dance naked around the fire pit in my back yard, because I will be able to share it with the community..., but if I do get something to work it will be only due to pure luck with zero attributed knowledge of wth I did :D
glsl shaders will be great but, will not work for everyone. and any shaders suck performance down.
I still feel the best approach is looking more toward focusing on tweaking actual graphic images and files amap and not relying fully upon numerous shaders


...
You're right, the GLSL Shaders make the game the game don't have the enough performance!
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Re: GLSL Shaders

by TumeniNodes » Thu Apr 14, 2016 21:17

There is a package I found titled LuaGL https://github.com/FelipeFS/luagl which seems to supply pre-written scripts for enabling user config for openGL which I am going to try to play around with but, I think it also requires some C++ work to link LuaGL and openGL features (which scares me :D)
So not to sure how far I could get with it, as I am just learning Lua as it is. Not sure if there is anyone else interested in trying it out? But I am just adding some links just in case.
http://luagl.wikidot.com/howto
Mind you, this is completely bypassing any and all shading via irrlicht <(which is actually the way it should be done, meaning using shading features of irrlicht) by using openGL features which most definitely will not work for everyone and I am unsure which rout of implementing shaders is more likely to create some significant lag?
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Re: GLSL Shaders

by MineYoshi » Thu Apr 14, 2016 21:39

thegreatone wrote:There is a package I found titled LuaGL https://github.com/FelipeFS/luagl which seems to supply pre-written scripts for enabling user config for openGL which I am going to try to play around with but, I think it also requires some CC++ work to link LuaGL and openGL features (which scares me :D)
So not to sure how far I could get with it, as I am just learning Lua as it is. Not sure if there is anyone else interested in trying it out? But I am just adding some links just in case.
http://luagl.wikidot.com/howto
Mind you, this is completely bypassing any and all shading via irrlicht <(which is actually the way it should be done, meaning using shading features of irrlicht) by using openGL features which most definitely will not work for everyone and I am unsure which rout of implementing shaders is more likely to create some significant lag?


Well, i dunno i am learning C++ but by now i am starting with very basic stuff!

i like the idea of link LuaGL, if Minetest will have "GLSL Shaders" i think is better be not so laggy as the MC ones, that make Minetest be better than Minecraft in the Graphics area!
Also, the new things that going to come to 0.4.14 going to be incredible, so i think is better see, not laggy shaders, will be a great idea!
Also i dunno, if you want start a new thread!
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Re: GLSL Shaders

by TumeniNodes » Thu Apr 14, 2016 22:29

I removed my comment about a new thread. I forgot this is already it's own topic thinking that it was part of another thread.
But I found this LuaGL to look quite interesting and worth checking into.
I threw a mat.phong lua together and it loads just fine as a mod now, but is useless as I have not figured out how to point it toward any openGL controllers, so it just loads and sits there..., eating cheese :P
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Re: GLSL Shaders

by TumeniNodes » Thu Apr 14, 2016 22:43

a couple more (I think helpful) links.
Just trying to put info and links together to work from, for anyone who might feel like exploring.
If it is ok, I will add any to this list below which I think are relative and offer more useful information. And just hoping I am at least on the right track
https://www.opengl.org/wiki/Shader

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

https://github.com/noct/glloadgen = seems very useful. So basically, just create a mod folder, with a
LoadGen.lua, a init.lua with dofile pointing to LoadGen.lua, and possibly
the required c+ shader files? i:e vertex, etc? I'm gonna break something
I can just sense it :D

https://bitbucket.org/alfonse/ someone who knows their stuff! Gonna have to stalk em' :D He has even
written a book which should be very interesting to anyone interested in this
endeavor.
http://alfonse.bitbucket.org/oldtut/

https://www.opengl.org/registry/

http://www.khronos.org/files/opengl44-quick-reference-card.pdf

http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_vertex_buffer.html a page where some useful
info may be found.

http://www.geeks3d.com/geexlab/
Last edited by TumeniNodes on Wed Apr 27, 2016 05:35, edited 6 times in total.
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Re: GLSL Shaders

by MineYoshi » Thu Apr 14, 2016 23:09

nice ideas, i think that only needs someone that knows about this help you!

Polish this a lot, then you have the greatest shaders ever! =D
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Re: GLSL Shaders

by TumeniNodes » Thu Apr 14, 2016 23:36

MineYoshi wrote:nice ideas, i think that only needs someone that knows about this help you!

Polish this a lot, then you have the greatest shaders ever! =D


I sure hope so. I think it would be a nice addition that others would enjoy a lot, as I have seen quite a few comment / post regarding the topic.
I've been fiddling around with it, as well as working on a mod I made for myself and my daughter personally which I plan on putting up by tomorrow after I go through the whole thing to make sure I am happy with it, and the texture pack I have been working on which covers all default and mods textures in x64 and x32, but now I worry how the TP will look up against any new shading features upcoming in the newest release as well as any future shaders which may come of this (if any).
Anyway, I am having fun researching this feature and fiddling with it trying to get some sort of working progress to share, and that is what it is all about ... having fun :)
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