GLSL Shaders

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Mon Nov 11, 2013 01:06

http://realbadangel.pl/upload/minetest_shaders_11_11.zip
New build, with more tweaks to solids shaders and new texture pack - Haven NG.
Not yet complete but have many finetuned textures and normalmaps.

Some screenshots made using this build:
Image
Image
Image
 

User avatar
MirceaKitsune
Member
 
Posts: 809
Joined: Sat May 21, 2011 22:31
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

by MirceaKitsune » Mon Nov 11, 2013 01:24

Like I said on many occasions, beautiful and completely impressive! I can't wait for those shaders to be in master and usable by default. Thank you for the great work on these.
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Nov 11, 2013 03:33

With your latest build, RealBadAngel, it looks like you may have accidentally rendered water invisible (I was using the settings and texture pack that you included with your build.)

It looks like you are tweaking the lighting shaders too, as they look better in your builds.
Last edited by Inocudom on Mon Nov 11, 2013 03:33, edited 1 time in total.
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Tue Nov 12, 2013 20:02

hoodedice wrote:.....


+1

OS: Windows 7 (with Ubuntu on another partition)
CPU: Pentium
Model: Compaq Presario
RAM: 4GB
 

User avatar
Semmett9
Member
 
Posts: 149
Joined: Sun Oct 07, 2012 13:48

by Semmett9 » Fri Nov 15, 2013 23:52

Hi I'm having a problem.
All of the blocks are red when I'm using the shades.
Image

i also see the following error;
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
23:39:17: ERROR[main]: generate_shader(): failed to generate "solids_shader", addHighLevelShaderMaterial failed.
23:39:17: ERROR[main]: generate_shader(): failed to generate "liquids_shader", addHighLevelShaderMaterial failed.


The title bar says;

Minetest [OpenGL 4.0.0] FPS=60

i have tried;
*minetest_shaders_11-10
*minetest_shaders_11-11



can anyone fix this problem.
Last edited by Semmett9 on Fri Nov 15, 2013 23:55, edited 1 time in total.
You might like to try some of my Mods and Texture packs.
Find all of the latest things on my website-Infinatum Minetest
If you use Avast and you cannot access a link use my new domain name ThatRsPiServer.co.uk, and report the link via PM
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Sat Nov 16, 2013 07:21

I have the same problem with my onboard graphics. Our graphic card/chip might be not powerful enough for this.
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Sat Nov 16, 2013 12:12

red color means that shaders are not compiled due to some errors.
it may be caused by improper version of opengl.
Low end graphic cards surely wont run advanced shaders.
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Sat Nov 16, 2013 13:54

A GeForce GT 610 is capable of running these shaders, and it only costs around $40-$50.
 

User avatar
webdesigner97
Member
 
Posts: 1307
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Sat Nov 16, 2013 15:59

I run Minetest on a laptop ;) But I'm already saving money to build a real PC :)
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Sat Nov 16, 2013 16:49

webdesigner97 wrote:I run Minetest on a laptop ;) But I'm already saving money to build a real PC :)
So am I. ;)
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Sat Nov 16, 2013 17:56

A good PC is a far better investment than a new game console is.

I learned today that parallax mapping works by bending and moving the individual pixels of the textures (I saw this in action in your shaders build, RealBadAngel.) I wonder what would happen if a 16x16 texture pack maker gave his/her textures compatible normal maps? Of course, 128x128 (the resolution of your textures) is considerably more favorable.
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Sun Nov 17, 2013 03:05

Inocudom wrote:A good PC is a far better investment than a new game console is.

I learned today that parallax mapping works by bending and moving the individual pixels of the textures (I saw this in action in your shaders build, RealBadAngel.) I wonder what would happen if a 16x16 texture pack maker gave his/her textures compatible normal maps? Of course, 128x128 (the resolution of your textures) is considerably more favorable.


I was thinkin about it and gave it a try...
Image
Image

This was a bit tricky, i have upscaled default textures to 256x and then created normalmaps.
Last edited by RealBadAngel on Sun Nov 17, 2013 03:52, edited 1 time in total.
 

User avatar
Enke
Member
 
Posts: 469
Joined: Fri Nov 15, 2013 02:56
GitHub: NANOsoldierEnke
IRC: Enke
In-game: Enke

by Enke » Sun Nov 17, 2013 04:00

Reminds me of this.
Last edited by Enke on Sun Nov 17, 2013 04:00, edited 1 time in total.
Lush8
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
 

User avatar
Chinchow
Member
 
Posts: 683
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Sun Nov 17, 2013 05:13

RealBadAngel wrote:
Inocudom wrote:A good PC is a far better investment than a new game console is.

I learned today that parallax mapping works by bending and moving the individual pixels of the textures (I saw this in action in your shaders build, RealBadAngel.) I wonder what would happen if a 16x16 texture pack maker gave his/her textures compatible normal maps? Of course, 128x128 (the resolution of your textures) is considerably more favorable.


I was thinkin about it and gave it a try...
http://i.imgur.com/IRgQAsh.png
http://i.imgur.com/LUIXFb1.jpg

This was a bit tricky, i have upscaled default textures to 256x and then created normalmaps.

Oh My this is beautiful could you upload the normal maps?
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

issa
Member
 
Posts: 119
Joined: Wed Apr 03, 2013 19:01

by issa » Sun Nov 17, 2013 10:04

Some issues :

[spoiler=pics inside]
this is texture pack with spahx -->
Image,

with HavengG --->
Image ,

and with non texture pack --->

Image
[/spoiler]
Last edited by sfan5 on Sun Nov 17, 2013 10:52, edited 1 time in total.
 

User avatar
MirceaKitsune
Member
 
Posts: 809
Joined: Sat May 21, 2011 22:31
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

by MirceaKitsune » Sun Nov 17, 2013 10:57

RealBadAngel wrote:I was thinkin about it and gave it a try...
http://i.imgur.com/IRgQAsh.png
http://i.imgur.com/LUIXFb1.jpg

This was a bit tricky, i have upscaled default textures to 256x and then created normalmaps.


Now THAT looks very good even with the default 16x textures. If only there was a way to do it without having to upscale them though...
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Sun Nov 17, 2013 13:07

issa wrote:Some issues :

[spoiler=pics inside]
this is texture pack with spahx -->
http://i.imgur.com/x7NCUcz.png,

with HavengG --->
http://i.imgur.com/a2ilMpT.png ,

and with non texture pack --->

http://i.imgur.com/Qjjt55a.png
[/spoiler]
These texture packs don't support bump mapping. Plus, it doesn't even appear to be turned on.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Thu Nov 21, 2013 05:37

Everything is very quiet about these shaders these days. Are there plans to add them to the main branch of Minetest?
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33

by hoodedice » Thu Nov 21, 2013 05:51

Inocudom wrote:Everything is very quiet about these shaders these days. Are there plans to add them to the main branch of Minetest?


Get on IRC and witness behind the scenes XD
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
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Thu Nov 21, 2013 13:00

hoodedice wrote:
Inocudom wrote:Everything is very quiet about these shaders these days. Are there plans to add them to the main branch of Minetest?


Get on IRC and witness behind the scenes XD
Oh, I wouldn't be so sure that he isn't working on them. http://www.youtube.com/watch?v=V5tzxz7yLB0&feature=c4-overview&list=UUzUm0-UMtvl_GtiApICDMlw http://www.youtube.com/watch?v=82u518A6C4A&feature=c4-overview&list=UUzUm0-UMtvl_GtiApICDMlw
Last edited by Evergreen on Thu Nov 21, 2013 13:01, edited 1 time in total.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Thu Nov 21, 2013 15:46

Evergreen wrote:
hoodedice wrote:
Inocudom wrote:Everything is very quiet about these shaders these days. Are there plans to add them to the main branch of Minetest?


Get on IRC and witness behind the scenes XD
Oh, I wouldn't be so sure that he isn't working on them. http://www.youtube.com/watch?v=V5tzxz7yLB0&feature=c4-overview&list=UUzUm0-UMtvl_GtiApICDMlw http://www.youtube.com/watch?v=82u518A6C4A&feature=c4-overview&list=UUzUm0-UMtvl_GtiApICDMlw


I saw what RealBadAngel is doing with the shaders on IRC. Indeed, it is very impressive.
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Thu Nov 21, 2013 16:13

Jelly trees!
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Thu Nov 21, 2013 16:15

PilzAdam wrote:Jelly trees!
w00t!
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33

by hoodedice » Fri Nov 22, 2013 02:47

Evergreen wrote:
PilzAdam wrote:Jelly trees!
w00t!


And APPLES TOO XD
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
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

by sfan5 » Fri Nov 22, 2013 06:31

In case nobody saw the win32 build yet:
http://sfan5.duckdns.org/minetest-0.4.7-5323d80-rba-shader-win32.7z
minetest_game is edited to make leaves, grass, flowers and fire wave.
You need to add waving_plants=true and waving_leaves=true into minetest.conf and enable Shaders to make it work.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33

by hoodedice » Fri Nov 22, 2013 06:35

Jordach wrote:
hoodedice wrote: intel GMA
You will not be able to run shaders whatsoever.

Sorry bud.


Image

Done. Same GPU.
[spoiler]It helps if you open the image in a new tab and zoom in[/spoiler]

RealBadAngel, I must thank you for the amazing work you've done so far, and also sfan5, because

[spoiler]With sfan5's build posted above, and your bumped 256x texture pack, I now declare shaders as 'working' on my broken old C2D with intel GMA. I. Think. So. Not. Sure. Though.

Image

[/spoiler]

After playing around it with for sometime, I guess we need precedural texturing now XD.

http://wiki.flightgear.org/Procedural_Texturing
Last edited by hoodedice on Fri Nov 22, 2013 07:27, edited 1 time in total.
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
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Fri Nov 22, 2013 15:46

In fact latest changes introduced ingame menu settings for shaders.
No more editing config needed.
Last edited by RealBadAngel on Fri Nov 22, 2013 15:46, edited 1 time in total.
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Fri Nov 22, 2013 15:55

RealBadAngel wrote:In fact latest changes introduced ingame menu settings for shaders.
No more editing config needed.

Eh... you still edit the config, you just use a different method :-p
Last edited by PilzAdam on Fri Nov 22, 2013 15:57, edited 1 time in total.
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Fri Nov 22, 2013 18:14

PilzAdam wrote:
RealBadAngel wrote:In fact latest changes introduced ingame menu settings for shaders.
No more editing config needed.

Eh... you still edit the config, you just use a different method :-p


But more crash tester friendly?
Btw i made extra shaders options disappear, maybe they should be grayed out?
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Fri Nov 22, 2013 20:24

I need a new build of this branch in order to perform testing of it. Could that be done?
 

PreviousNext

Return to Minetest Features

Who is online

Users browsing this forum: No registered users and 11 guests

cron