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AppGameKit Classic Chat / Any 2d water shaders?

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Phaelax
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Posted: 21st Mar 2017 22:16
I checked the shader thread and didn't really find what I wanted. Think top-down view, not side-scroller. Something that just sort of showed some animated caustic effects. I'd like to use it as an optional layer in my TMX loader and I know nothing about shaders.

"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
janbo
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Posted: 21st Mar 2017 22:29 Edited at: 21st Mar 2017 22:30
Hey Phealax,
I'll look into it tomorrow and maybe convert a shader found somewhere flying around in the World Wide Web
Can you describe or show the effect you want to achieve ?

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Phaelax
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Posted: 22nd Mar 2017 01:23
Preferably something not image-dependent, so a user can change the texture to fit their tile maps.

Here's an animated one I did using a caustics generator to build the animation frames.
https://www.youtube.com/watch?v=kaV2v_Y-9Ro

Same tiles (i think) mixed with a tile map:
https://www.youtube.com/watch?v=nruqQ7muVPc


But honestly, I have no specific style envisioned.

"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
janbo
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Posted: 22nd Mar 2017 14:05 Edited at: 22nd Mar 2017 14:08
I got something to play with...
Four different shader, they are commented out.
not sure about the texture dependency, but I'm sure the 4th would count as independent.
That shader was 3 lines and I still don't understand it
I don't get that zooming out of the equation for now

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Phaelax
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Posted: 22nd Mar 2017 22:59 Edited at: 23rd Mar 2017 00:12
I think the zooming has something to do with illustrating noise generation, just a hunch based off some stuff I read earlier about perlin noise. But looking at the code for water4, I'm so lost lol. So I studied it like I did QB programs way back in the day, start changing variables to see what happens!

The zooming is happening with this:
k.xy = uvVarying*agk_time;

My best guess is that agk_time is equal to agk's timer() function, the runtime of the app in seconds (a float). So changing agk_time to a literal constant like 10.0 stops the zooming. Higher numbers zoom out further.

Thanks for those shaders! 3 and 4 I think are my favorites.

I changed water4.ps to the following:



Then you can adjust the level of zoom with:




"I like offending people, because I think people who get offended should be offended." - Linus Torvalds

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janbo
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Posted: 23rd Mar 2017 00:25 Edited at: 23rd Mar 2017 00:27
Of-course it is the agk_time, its obviously...I scale the UV coords
Got little Concentration problems the last days

But I'm glad I could help you
And it looks good in the level

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Phaelax
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Posted: 23rd Mar 2017 00:38
I've added another variable to control the alpha level, so I can have some water shimmering effects over top of whatever might be underwater. (like an old cobblestone road) Setting the sprite's alpha had no effect when shaders were applied. Yet setting it in the shader code itself also didn't appear to effect anything. To make the alpha take effect in the shader, you have to set the sprite's alpha channel to anything other than 255. Only then will the shader work with an alpha value.


"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
janbo
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Posted: 23rd Mar 2017 00:53 Edited at: 23rd Mar 2017 00:58
Who said that he doesn't know anything about shaders ? ...leaning by doing

Make it more easy for you to change things, like so

Change the color via SetShaderConstantByName(ShaderID,"color",0.0,0.1,0.2,0.2)

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