WIP / Ultimate Shader Pack |
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Freddix
User Joined: Thu Sep 19th 2002 Location: France |
Hi all, I try to prepare a free pack containing all shaders I've founded over the forums and over the net that are compatible with DarkBASIC Professional. I've actually founded 20 shaders and I prepare source code sample to show how to use them. if someone have any shaders with/without source code that work with DarkBASIC Professional, feel free to send them at freddbprojects@wanadoo.fr or, to post them here. When the pack will be ready, it will be released free in PROGRAM ANNOUNCEMENTS. NOTE : If any of the shaders author want its shader to be removed from the pack, simply send me an e-mail and I'll remove the shader from the pack. Here is the actual shader list that is in the WIP pack : 01 - Objects - No Lights : Contain all objects based shaders that are not altered by lights/environment. Metal 1.1 Hologram 1.2 Phong Hologram 1.0 Refraction [updated finale1.0] Offset Mapping [updated finale1.0] Water [updated finale1.0] Heat Thermal Grass 1.0 [Beta2] Cube [Beta2] [updated finale1.0] UFO Glass [Beta3] Fresnel Water [finale1.0] 02 - Objects - Lighting : Contain all objects based shaders that can be altered by lights/environment. Gloss Bump + Gloss Bump & Specular Fur [Beta3] Snow Parallax 2.0 Normal & Specular 2.1 Cartoon Per Pixel Lighting [updated finale1.0] Normal Mapping [Beta3] [updated finale1.0] Lighting Shader / (1)Per Pixel Lighting SM1.4 [Beta2/3] Lighting Shader / (2)Normal Mapping SM1.4 [Beta2/3] Lighting Shader / (3)Normal Mapping SM2.0 [Beta2/3] Lighting Shader / (4)Parallax Mapping SM2.0 [Beta2/3] Relief Mapping [Beta3] Wood Colouring [Beta3] Toon Shader [Beta4] Vertex Fur [Beta4] [updated finale1.0] FlashLight [finale1.0] Cubic Lighting [finale1.0] Parallax Mapping [updated finale1.0] 03 - Environment : Environment shader. They are not directly used to alter an object but the general display. High Dynamic Range Bloom [updated finale1.0] EDIT : Beta 1 attached to this post Version 1.0 finale (17.07.06] is out : http://cordierfr.free.fr/UltimateShaderPack1.0finale.zip Mirror: files.xquadeditor.com/UltimateShaderPack1.0finale.zip EDIT: Ultimate DarkSHADER Pack version is currently in WIP. Official post is here: http://forum.thegamecreators.com/?m=forum_view&t=100436&b=8 Gandalf said: "All we have to decide is what to do with the time that is given to us" Odyssey-Creators - X-Quad Editor - 3DMapEditor |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
Cool! ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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The Nerd
User Joined: Sat Jun 5th 2004 Location: Denmark |
This is a really neat idea! -The Nerd |
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Sven B
User Joined: Wed Jan 5th 2005 Location: Belgium |
A very good idea!!! I'll be following this too... It's the programmer's life: Have a problem, solve the problem, and have a new problem to solve. |
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Agent Dink
User Joined: Tue Mar 30th 2004 Location: Most likely my bedroom |
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Sergey K
User ![]() Joined: Sun Jan 4th 2004 Location: Cyberspace |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
Awesome *sets mailback on* |
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Lukas W
User ![]() Joined: Fri Sep 5th 2003 Location: Norway |
there's a mailbakc feature? great idea Freddix, there are some pretty neat shaders that come with FX Composer from nVidia. i could upload them someday if you are interested. i don't know if they will work with dbpro. but i hope so. that "flameball explosion" effect looks neat and i want it!! |
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Freddix
User Joined: Thu Sep 19th 2002 Location: France |
@Lukas.W : I have FX composer and Render monkey on my coputer :p so I'll check them for a second release (or Pack 2). I firstly want to find all DarkBASIC Profesionnal's compatible shaders over the forum, make a 1st pack. After this, I'll work on a secondary pack that'll contain other shaders founded over the net Beta 1 added to first message as attachment. |
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TEH_CODERER
User ![]() Joined: Wed Nov 12th 2003 Location: Right behind you! |
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Freddy 007
User ![]() Joined: Tue Nov 30th 2004 Location: Denmark |
This is really an excellent idea! I'll be sure to look out for this is Program Announcements. |
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zzz
User ![]() Joined: Sun Nov 13th 2005 Location: Sweden |
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Lukas W
User ![]() Joined: Fri Sep 5th 2003 Location: Norway |
that's really neat. check out Evolveds website if you haven't: http://www.vector3r.com/Shaders he's got some more shaders that are dbpro compatible. |
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Sergey K
User ![]() Joined: Sun Jan 4th 2004 Location: Cyberspace |
@Lukas W: i know some FX languange, and i could try to set up it and see if they works in dbp.. |
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optical r
User ![]() Joined: Wed Oct 23rd 2002 Location: Prime |
Very nice and purposful. Will follow this <edit> ignore ![]() Professional webdesigns available |
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Freddix
User Joined: Thu Sep 19th 2002 Location: France |
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Drew Cameron
User Joined: Fri Jan 30th 2004 Location: Scotland |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
Aw man, I can't believe how cool some of this stuff is! The HDR stuff is a lot of fun to play with, and that refraction shader is really quite impressive indeed (gets a good 90 fps as well) ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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Uncle Sam
User ![]() Joined: Sat Jul 23rd 2005 Location: West Coast, USA |
If you collected this stuff from over the web, it wouldn't be royalty free. It would be stealing. And the guys you took it from might want to be in the credits of the game of whoever uses their shaders. Uncle Sam Nvidia Geforce 7600 GS 256MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM Need particles? Click here! |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
Quote: "If you collected this stuff from over the web, it wouldn't be royalty free. It would be stealing. And the guys you took it from might want to be in the credits of the game of whoever uses their shaders. "
Not really otherwise why would they submit them in the first placealso if anyone is wondering how i found that post so fast lol *looks at mailback* |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Freddix
User Joined: Thu Sep 19th 2002 Location: France |
@Uncle Sam : I collect only where it is mentionned that it can be freely used. when I found a shader with source code, I modify nothing and leave any info files with the shader so, the user will know who developed the shader and can directly contact the author to know about any usage limitations. I also don't modify shader informations so, if developper put its name in the .fx file, it will be in the pack too. Actually, all shaders available in the pack came from the forums and, user that did put them in, offered them for free so, I think they can be included in that pack. |
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Morcilla
User ![]() Joined: Sun Dec 1st 2002 Location: Spain |
Freddix, good initiative. Take a look below Chris Franklin: Quote: "Not really otherwise why would they submit them in the first place"
Not everything found at the www is for free, every time you download something, if you are going to do something with it you better check the owner requirements for doing so. These may vary from be credited, as Uncle Sam said, to pay royalties someway. So people may submit things to be credited or have profit, as they state at their web "usage policy" page. If there is no clear permission stated by the owner, one must ask him to obtain it. Since all the shaders seem to be free, it seems ok to use them. Please lets get all back to topic, starting with me. Quote: "commands that DarkBASIC Profesionnal support in .fx files "
I collected these from the Ultimate Shader Thread 1 (I think, sorry I do not remember the original poster): + Code Snippet That are some of the differences that system named variables have inside .fx files, at least for DBPro 5.8, hope that helps. |
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Freddix
User Joined: Thu Sep 19th 2002 Location: France |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
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Preston C
User ![]() Joined: Fri May 16th 2003 Location: Penn State University Park |
Quote: "NOTE : If any of the shaders author want its shader to be removed from the pack, simply send me an e-mail and I'll remove the shader from the pack."
...removed? Hell, I'm honored you put some of my old shaders in that next to some of the better ones Very good job and great idea, it's about time someone went through the forums and made a pack of all of those. AMD64 X2 3800+ | 1 GB Ram | NVIDIA GeForce 6800 128MB MSVC++ .Net 2003 | BlueJ | Wings3D | CharacterFX | Gimp v2.0 Formerly NWC_Omega |
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Uncle Sam
User ![]() Joined: Sat Jul 23rd 2005 Location: West Coast, USA |
Thanks for the info Freddix. I'll just have to email them to see if it's "royalty free", because I am planning on selling my game. Uncle Sam Nvidia Geforce 7600 GS 256MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM Need particles? Click here! |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
Jeez, some of that code is... messy ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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Freddix
User Joined: Thu Sep 19th 2002 Location: France |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
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Morcilla
User ![]() Joined: Sun Dec 1st 2002 Location: Spain |
Freddix : Excellent news. Is it true that 6.1 allows to load .fx files easier? I tried Beta 2 and I think you are doing a great job. However, I get these errors: Shader: 06 - Water Lines 101, 124: + Code Snippet Error: Could not determine parameter type of "mask" Shader: 20 - Per Pixel Lighting SM1.4 [Evolved] 21 - Normal Mapping SM1.4 [Evolved] 22 - Normal Mapping SM2.0 [Evolved] 23 - Parallax Mapping SM2.0 [Evolved] Lines inside Lighting Functions.dba 49,50,51: + Code Snippet Error: Parameter for Object Size X does not match 'object number' Maybe it is because I'm using here DBPro 5.9 ? Uncle Sam: Wise. Keep us informed, please. |
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Sergey K
User ![]() Joined: Sun Jan 4th 2004 Location: Cyberspace |
the sync mask will terminate the camera from updateing until the command "sync mask FxFFF" or something like that.. you also can use "sync on" and "sync off" for that.. i think it does the same. |
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zzz
User ![]() Joined: Sun Nov 13th 2005 Location: Sweden |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
There's a /Fur directory, but it's empty. Morcilla, upgrade to u6.1, that should solve all those issues. ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
im interested in the bloom shader, however it seems to use 4 passes which imo is totally stupid, and for future versions of the pack i think it would be great if you had various detail levels of each shader, also listing them in groups of the ps version they use would be usefull, and thanks for packing them all in one and adding code for them all Hallowed are the ori. ![]() |
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x1bwork
User Joined: Wed Nov 9th 2005 Location: Cyberspace |
Excellent thread,Freddix. ![]() |
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QuothTheRaven
User Joined: Wed Oct 2nd 2002 Location: United States |
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Freddix
User Joined: Thu Sep 19th 2002 Location: France |
@Morcilla : sync mask VALUE & Object Size X/Y/Z( OBJECT, UPDATE) are U6.0 command @ZZZ : yes but I didn't found a way to make it work. it is in progress for that shader ... maybe in the next beta ? @dark Coder : the bloom shader need 4 passes because it's not really the true hardware bloom effect. The only way to get it compatible with all 3D video card is to do it this way. I'll try to find a "VS/PS2.0 only" version of Bloom effect but ... I will not be able to be sure it'll work cos I work on a Radeon 9600 video card ... and it does not handle the true hardware bloom effect. Only global illumination. Theorically, they're all free ... if I'm wrong and someone found that, please keep me informed. Thanks @ all for your supports |
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Uncle Sam
User ![]() Joined: Sat Jul 23rd 2005 Location: West Coast, USA |
I too am interested in the bloom effect, and the water effect. Freddix, there is no information but the name of the creator in some of the shader files...no email addresses. Quote: "Uncle Sam: Wise. Keep us informed, please."
Will try. Uncle Sam Nvidia Geforce 7600 GS 256MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM Need particles? Click here! |
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EVOLVED
User Joined: Sun Feb 9th 2003 Location: UK |
@Freddix Could you change some of the shaders I did around a bit, some of the codeing I did was messey. "04 - Refraction" with http://www.vector3r.com/Code/shaders/Refraction/Refraction.zip "05 - Offest" with http://www.vector3r.com/Code/shaders/OffestMapping/OffestMapping.zip "Cube" with http://www.vector3r.com/Code/shaders/CubeMapping/CubeMapping.zip "13 - Bump & Specular" with http://www.vector3r.com/Code/shaders/NormalMapping/NormalMapping.zip "19 - Per Pixel lighting" with http://www.vector3r.com/Code/shaders/PixelLighting/PixelLighting.zip "21 - Bloom" with http://www.vector3r.com/Code/shaders/Bloom/Bloom.zip(Iv changed this shader and put it in to 2 passes with 3 cameras) also can you keep the "Per Pixel Lighting SM1.4" to "Parallax Mapping SM2.0" in its original single folder ?. |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
Ah, nice work on the bloom thingee - chops the render time in half, from 35ms to 15ms ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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