GLSL Shaders

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hoodedice
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by hoodedice » Sat Feb 01, 2014 19:52

RealBadAngel wrote:
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


Will this be the same as minetest_master along with your implement? In any case, I will be compiling it...
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 » Sun Feb 02, 2014 02:33

hoodedice wrote:
RealBadAngel wrote:
Inocudom wrote: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


Will this be the same as minetest_master along with your implement? In any case, I will be compiling it...

Will you upload the build when you are done? Others will be able to test it that way.
 

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by hoodedice » Sun Feb 02, 2014 04:41

Inocudom wrote:
hoodedice wrote:
RealBadAngel wrote:

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


Will this be the same as minetest_master along with your implement? In any case, I will be compiling it...

Will you upload the build when you are done? Others will be able to test it that way.


For ubuntu: https://drive.google.com/file/d/0B4h2is2S_RWUVzktcnlJdW9vSUE/edit?usp=sharing
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 aFoxNamedMorris » Sun Feb 02, 2014 16:56

philipbenr wrote:
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


Not to mention that MC doesn't support GLSL shaders by default... It's added via mods.

Also, since these shaders are now in the vanilla game, why am I not seeing the fancy water effects from page 1? Am I missing something? I've tried all the GLSL texture packs I could find, and still just clear, non-reflective water. :/ I'm on Intel Ivybridge graphics on a 64-bit Linux laptop with a dual-core processor.
Last edited by aFoxNamedMorris on Sun Feb 02, 2014 17:56, edited 1 time in total.
 

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by Inocudom » Fri Mar 21, 2014 03:14

 

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by jin_xi » Fri Mar 21, 2014 07:23

nice!
 

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hoodedice
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by hoodedice » Fri Mar 21, 2014 07:29

Inocudom wrote:https://github.com/minetest/minetest/commit/0dc1aec50940140e28f434c524296e284e73d623
Something truly wonderful happened today.


@RBA: This commit looks like an entire rewrite?
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 philipbenr » Fri Mar 21, 2014 15:39

Inocudom wrote:https://github.com/minetest/minetest/commit/0dc1aec50940140e28f434c524296e284e73d623
Something truly wonderful happened today.


Kudos to RBA. It's pretty darn awesome.
"The Foot is down!"
 

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by MirceaKitsune » Fri Mar 21, 2014 17:03

Great feature indeed. Thank you!
 

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Re: GLSL Shaders

by Inocudom » Mon May 19, 2014 23:02

With the automatic generation of normal maps, it appears that only bump mapping works. The parallax occlusion effect does not appear to happen with that feature (pixels don't actually move nor divide, but only change color.)
 

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Re: GLSL Shaders

by MirceaKitsune » Mon May 19, 2014 23:23

Inocudom wrote:With the automatic generation of normal maps, it appears that only bump mapping works. The parallax occlusion effect does not appear to happen with that feature (pixels don't actually move nor divide, but only change color.)


I can confirm. I'd like to see this fixed too if possible. Hope RBA can find time to look at it.
 

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Re: GLSL Shaders

by RealBadAngel » Fri May 23, 2014 03:30

Parallax needs premade normalmaps, it doesnt work with the on the fly calculations.
I dont think it could be possible to achieve it, since it would have to calculate more than one normal map pixel per texel.
 

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Re: GLSL Shaders

by Inocudom » Fri May 23, 2014 05:37

RealBadAngel wrote:Parallax needs premade normalmaps, it doesnt work with the on the fly calculations.
I dont think it could be possible to achieve it, since it would have to calculate more than one normal map pixel per texel.

Then there would have to be a way to save the generated normal maps. It is the only way that I can see.
 

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Re: GLSL Shaders

by Hybrid Dog » Fri May 23, 2014 17:30

RealBadAngel wrote:Parallax needs premade normalmaps, it doesnt work with the on the fly calculations.
I dont think it could be possible to achieve it, since it would have to calculate more than one normal map pixel per texel.

What does parallax occlusion do? I didn't notice a difference between enabled and disabled parallax occlusion yet.
 

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Re: GLSL Shaders

by RealBadAngel » Sat May 24, 2014 01:47

Atm, theres just one TP that uses it:
https://github.com/RealBadAngel/HavenNG/tree/master/256x
Option itself does nothing if there are no normal maps with height in alpha channel...
 

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Re: GLSL Shaders

by RealBadAngel » Sat May 24, 2014 01:59

Inocudom wrote:
RealBadAngel wrote:Parallax needs premade normalmaps, it doesnt work with the on the fly calculations.
I dont think it could be possible to achieve it, since it would have to calculate more than one normal map pixel per texel.

Then there would have to be a way to save the generated normal maps. It is the only way that I can see.


Ive made such code, but then my 4gb box run out of memory on VanessaE's survival server ;)
 

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Re: GLSL Shaders

by Hybrid Dog » Sat May 24, 2014 09:32

RealBadAngel wrote:Atm, theres just one TP that uses it:
https://github.com/RealBadAngel/HavenNG/tree/master/256x
Option itself does nothing if there are no normal maps with height in alpha channel...

So it works without bumpmapping too, doesn't it?
 

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Re: GLSL Shaders

by RealBadAngel » Sun May 25, 2014 00:47

Hybrid Dog wrote:
RealBadAngel wrote:Atm, theres just one TP that uses it:
https://github.com/RealBadAngel/HavenNG/tree/master/256x
Option itself does nothing if there are no normal maps with height in alpha channel...

So it works without bumpmapping too, doesn't it?


In theory yes, it needs just height of a pixel. But it is provided by image that consist RGB - normal map and A - height. So you have both effects aviable by providing just one file.
 

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Re: GLSL Shaders

by Hybrid Dog » Sun May 25, 2014 08:42

RealBadAngel wrote:
Hybrid Dog wrote:
RealBadAngel wrote:Atm, theres just one TP that uses it:
https://github.com/RealBadAngel/HavenNG/tree/master/256x
Option itself does nothing if there are no normal maps with height in alpha channel...

So it works without bumpmapping too, doesn't it?


In theory yes, it needs just height of a pixel. But it is provided by image that consist RGB - normal map and A - height. So you have both effects aviable by providing just one file.

Could something like a reflection map for light reflections be stored in the texture too?
 

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Re: GLSL Shaders

by MirceaKitsune » Sun May 25, 2014 11:38

Hybrid Dog wrote:Could something like a reflection map for light reflections be stored in the texture too?


+1 for that! I heard RBA is still working on adding reflections for water. But IMO they shouldn't be coded as an option for water or fluids only, but a shader option any material can use. That way we can make metal blocks shiny and stuff!
 

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Re: GLSL Shaders

by webdesigner97 » Sun May 25, 2014 14:40

MirceaKitsune wrote:
Hybrid Dog wrote:Could something like a reflection map for light reflections be stored in the texture too?


+1 for that! I heard RBA is still working on adding reflections for water. But IMO they shouldn't be coded as an option for water or fluids only, but a shader option any material can use. That way we can make metal blocks shiny and stuff!

Yes, yes, yes!
Image
 

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Re: GLSL Shaders

by philipbenr » Sun May 25, 2014 23:47

I hope that works out really soon. :D It would be really amazing for people with higher power computers. If you don't have one, then just disable it in the settings menu. That is something I like about MT....
 

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Re: GLSL Shaders

by Hybrid Dog » Mon May 26, 2014 17:45

philipbenr wrote:I hope that works out really soon. :D It would be really amazing for people with higher power computers

My computer isn't very fast in comparison to other ones and sauerbraten with shaders works very fast with bumpmapping and reflections. I just play this game because of these shaders. The water looks realistic(my opinion), too.
I don't think reflections cause more lag than bumpmapping.
https://vimeo.com/96516820
 

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