Right now I'm working on a shader to simulate tron's glow because, well, I got that in my mind and now I need to work it through before tackling the textures again.
Here's a little teaser:
For now it's using the specular map to calculate where the glow should be, but I don't want to lose the specular features either, so I need to alter the fragment shader, which I haven't yet. The glow right now is just a square 9-pass blur glow. Ideally, I should create a glow layer for each frame and then add it to the scene, but I'm not sure I can, since I only have access to the final pixel shader. So if I try to make the glow wider (without looking squareish), it becomes too intensive for the GPU. On the other hand, if I could create a pass just for the glow, I could make it awesome without wasting much GPU, gotta figure this out.
Right now I'm working on a shader to simulate tron's glow because, well, I got that in my mind and now I need to work it through before tackling the textures again.
Here's a little teaser:
For now it's using the specular map to calculate where the glow should be, but I don't want to lose the specular features either, so I need to alter the fragment shader, which I haven't yet. The glow right now is just a square 9-pass blur glow. Ideally, I should create a glow layer for each frame and then add it to the scene, but I'm not sure I can, since I only have access to the final pixel shader. So if I try to make the glow wider (without looking squareish), it becomes too intensive for the GPU. On the other hand, if I could create a pass just for the glow, I could make it awesome without wasting much GPU, gotta figure this out.
I'm watching with great interest. A thousand internets to you if you finish this.
Please note that I put very -little- work into the specular texture and the glows, so most things will have fuxxored glow. But the things that have their glow set correctly, do look nice. Also, ignore the shiny trees, I will fix them later.
I will probably continue working on a decent glow shader effect for now and resume work on the textures later.
I was looking for a good skin to use or convert to GLSL, but after looking around for a few days, I came back to yours, which is pretty much one of my fav and decided to add the GLSL data to it. Glad I did, it's looking even better.
Right now I'm working on a shader to simulate tron's glow because, well, I got that in my mind and now I need to work it through before tackling the textures again.
Here's a little teaser:
For now it's using the specular map to calculate where the glow should be, but I don't want to lose the specular features either, so I need to alter the fragment shader, which I haven't yet. The glow right now is just a square 9-pass blur glow. Ideally, I should create a glow layer for each frame and then add it to the scene, but I'm not sure I can, since I only have access to the final pixel shader. So if I try to make the glow wider (without looking squareish), it becomes too intensive for the GPU. On the other hand, if I could create a pass just for the glow, I could make it awesome without wasting much GPU, gotta figure this out.
I'm watching with great interest. A thousand internets to you if you finish this.
Alright, did some more work on the bloom and a bit of the textures but stopped for today since I didn't get much sleep. Tiiired.
Anyway, re-quoting the links and adding one more.
Quote from Soulwynd »
Links:
minecraft.jar/shaders/final.fsh - Yourself (what kind of nick is that?) joint shader, credit goes to him and the other dudes, I only did the new bloom.
minecraft.jar/shaders/base.fsh - 64x bumpmap + my own glow hack.
minecraft.jar/shaders/base.vsh - You need this from "mods/shaders/alternative shaders/daxnitro-bump mapping" from your GLSL install folder.
minecraft.jar/terrain.png - Different glass + colored wheat.
minecraft.jar/terrain_nh.png - ~50% done
minecraft.jar/terrain_s.png - ~30% done
The bloom I'm using is a 12 step star gaussian blur limited to only the glow bits of the scene and then added to the render. It's not the best, but it should give an eerie feeling. If I could, i would have done a full 16 step gaussian blur on the glow into a preprocessing layer and then add it to the final scene, but sadly, i can't do that with GLSL as it is now.
You can adjust the intensity in the final.fsh file by changing the BLOOM_STRENGTH definition. You can make a bit more or less stuff look somewhat glowy by changing BLOOM_THRESHOLD, down for more, up for less. It's already set on 0.7 which ensures everything that should glow has that bloom and lets other stuff have a bit of it as well.
Other than that, I updated the leaves that were glowing madly and changed the glass' parallax effect to make it more visible. I also updated the wood floor but I'm not entirely happy with it yet. The regular trees look nice now, with a glow and a nice specular effect when used as flooring.
so just a quick question when will you have finished the gui items or if you have may i have a copy i would like to try installing this file as a zio terrian file (its only about 3 things from working)
The Meaning of Life, the Universe, and Everything.
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I must be doing something wrong here, but how do you install the GLSL components? I can get the GLSL mod to work but once I add the tweaks on here into the minecraft.jar folder, my maps go to load up and then minecraft freezes.
I must be doing something wrong here, but how do you install the GLSL components? I can get the GLSL mod to work but once I add the tweaks on here into the minecraft.jar folder, my maps go to load up and then minecraft freezes.
Sorry, forgot to mention you need the vertex shader (base.vsh) from "mods/shaders/alternative shaders/daxnitro-bump mapping". It's in the GLSL install zip. It should go inside minecraft.jar/shaders/
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
Quote from Soulwynd »
Quote from thy_armageddon »
I must be doing something wrong here, but how do you install the GLSL components? I can get the GLSL mod to work but once I add the tweaks on here into the minecraft.jar folder, my maps go to load up and then minecraft freezes.
Sorry, forgot to mention you need the vertex shader (base.vsh) from "mods/shaders/alternative shaders/daxnitro-bump mapping". It's in the GLSL install zip. It should go inside minecraft.jar/shaders/
im not sure if you guys have played tron evolution or read the tron comic but you can pull a great deal of ideas from them.
virus curropted citizens of the grid. they are extreamly hostile and will attack everything that moves.
clu's soldiers. tossing disks at you from a distance as they have been system moniters before clu reprogramed them to fight for control over the system.
I must be doing something wrong here, but how do you install the GLSL components? I can get the GLSL mod to work but once I add the tweaks on here into the minecraft.jar folder, my maps go to load up and then minecraft freezes.
Sorry, forgot to mention you need the vertex shader (base.vsh) from "mods/shaders/alternative shaders/daxnitro-bump mapping". It's in the GLSL install zip. It should go inside minecraft.jar/shaders/
I've done this, along with adding the terrain files to the minecraft.jar and what not, and I still am crashing when it goes to load a map. Is there anything else I need to do when running the GSLS installer, or is it more WinRAR isn't playing nice with the jar format?
Make sure you're putting them in the right place inside of minecraft.jar.
Quote from Soulwynd »
Links:
minecraft.jar/shaders/final.fsh - Yourself (what kind of nick is that?) joint shader, credit goes to him and the other dudes, I only did the new bloom.
minecraft.jar/shaders/base.fsh - 64x bumpmap + my own glow hack.
minecraft.jar/shaders/base.vsh - You need this from "mods/shaders/alternative shaders/daxnitro-bump mapping" from your GLSL install folder.
minecraft.jar/terrain.png - Different glass + colored wheat.
minecraft.jar/terrain_nh.png - ~50% done
minecraft.jar/terrain_s.png - ~30% done
Btw, you need to run the HD texture fix with rezcraft first, then install GLSL, then put in those files. To see if things are installing correctly, run the game before putting my files in.
Make sure you're putting them in the right place inside of minecraft.jar.
Quote from Soulwynd »
Links:
minecraft.jar/shaders/final.fsh - Yourself (what kind of nick is that?) joint shader, credit goes to him and the other dudes, I only did the new bloom.
minecraft.jar/shaders/base.fsh - 64x bumpmap + my own glow hack.
minecraft.jar/shaders/base.vsh - You need this from "mods/shaders/alternative shaders/daxnitro-bump mapping" from your GLSL install folder.
minecraft.jar/terrain.png - Different glass + colored wheat.
minecraft.jar/terrain_nh.png - ~50% done
minecraft.jar/terrain_s.png - ~30% done
Btw, you need to run the HD texture fix with rezcraft first, then install GLSL, then put in those files. To see if things are installing correctly, run the game before putting my files in.
After some lengthy trial and error, I've found I can load everything just fine as long as I don't use your final.fsh; I can use any combination with your base.fsh and .png files. However, if I also add your final.fsh to the shader folder, it will crash upon loading the map. From what I can see, the bump mapping, DoF, and all those GSLS bits are working.
Would using Win7 Pro 64bit have anything to do with it? I've got up to date drivers for my 5770 and have updated just about anything else I could think of.
Well, GLSL has problems with ATI cards (which aren't very opengl friendly). Try editing final.fsh and commenting out the defines until you find the one that's causing it.
You only have 3 you can comment out now anyway:
#define ENABLE_AA
#define ENABLE_BLOOM_SOUL <- Only thing I edited in that final.fsh
#define ENABLE_DOF
Just in case, to comment out you add a "//" before the define, like:
//#define ENABLE_DOF
It could be my bloom, since it's the only thing using arrays in that shader. If ATI has issues with GLSL arrays, well, that would be silly.
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Here's a little teaser:
For now it's using the specular map to calculate where the glow should be, but I don't want to lose the specular features either, so I need to alter the fragment shader, which I haven't yet. The glow right now is just a square 9-pass blur glow. Ideally, I should create a glow layer for each frame and then add it to the scene, but I'm not sure I can, since I only have access to the final pixel shader. So if I try to make the glow wider (without looking squareish), it becomes too intensive for the GPU. On the other hand, if I could create a pass just for the glow, I could make it awesome without wasting much GPU, gotta figure this out.
I'm watching with great interest. A thousand internets to you if you finish this.
Most notable examples right now are chests, grass, smooth stone steps, mossy cobble, and dirt.
You need to redownload base.fsh for this.
Please note that I put very -little- work into the specular texture and the glows, so most things will have fuxxored glow. But the things that have their glow set correctly, do look nice. Also, ignore the shiny trees, I will fix them later.
I will probably continue working on a decent glow shader effect for now and resume work on the textures later.
Thanks. :smile.gif:
I was looking for a good skin to use or convert to GLSL, but after looking around for a few days, I came back to yours, which is pretty much one of my fav and decided to add the GLSL data to it. Glad I did, it's looking even better.
I am really liking the cobblestone look!
Alright, did some more work on the bloom and a bit of the textures but stopped for today since I didn't get much sleep. Tiiired.
Anyway, re-quoting the links and adding one more.
The bloom I'm using is a 12 step star gaussian blur limited to only the glow bits of the scene and then added to the render. It's not the best, but it should give an eerie feeling. If I could, i would have done a full 16 step gaussian blur on the glow into a preprocessing layer and then add it to the final scene, but sadly, i can't do that with GLSL as it is now.
You can adjust the intensity in the final.fsh file by changing the BLOOM_STRENGTH definition. You can make a bit more or less stuff look somewhat glowy by changing BLOOM_THRESHOLD, down for more, up for less. It's already set on 0.7 which ensures everything that should glow has that bloom and lets other stuff have a bit of it as well.
Other than that, I updated the leaves that were glowing madly and changed the glass' parallax effect to make it more visible. I also updated the wood floor but I'm not entirely happy with it yet. The regular trees look nice now, with a glow and a nice specular effect when used as flooring.
Sorry, forgot to mention you need the vertex shader (base.vsh) from "mods/shaders/alternative shaders/daxnitro-bump mapping". It's in the GLSL install zip. It should go inside minecraft.jar/shaders/
There we go, thank you. ^^
what link o.o
I've done this, along with adding the terrain files to the minecraft.jar and what not, and I still am crashing when it goes to load a map. Is there anything else I need to do when running the GSLS installer, or is it more WinRAR isn't playing nice with the jar format?
It looks fantastic and I really want to run it!
Btw, you need to run the HD texture fix with rezcraft first, then install GLSL, then put in those files. To see if things are installing correctly, run the game before putting my files in.
After some lengthy trial and error, I've found I can load everything just fine as long as I don't use your final.fsh; I can use any combination with your base.fsh and .png files. However, if I also add your final.fsh to the shader folder, it will crash upon loading the map. From what I can see, the bump mapping, DoF, and all those GSLS bits are working.
Would using Win7 Pro 64bit have anything to do with it? I've got up to date drivers for my 5770 and have updated just about anything else I could think of.
You only have 3 you can comment out now anyway:
#define ENABLE_AA
#define ENABLE_BLOOM_SOUL <- Only thing I edited in that final.fsh
#define ENABLE_DOF
Just in case, to comment out you add a "//" before the define, like:
//#define ENABLE_DOF
It could be my bloom, since it's the only thing using arrays in that shader. If ATI has issues with GLSL arrays, well, that would be silly.