• Source Shader Editor, a WYSIWYG shader editor from our friend, Biohazard. Or, that "dino mod guy."
    245 replies, posted
Someone should make a shader repository so retards in graphics programming like me can add good shaders to our mods!
[QUOTE=JLea;31502595]Someone should make a shader repository so retards in graphics programming like me can add good shaders to our mods![/QUOTE] Funny you mention that. Biohazard and I are workin on it. Should be finished today or tomorow
This seems pretty neat, but the standalone version is a broken piece of shit that runs terribly, stutters horribly, doesn't work half the time, and is filled with strange graphical glitches eerily reminiscent of a dying graphics card. Also, parallax occlusion mapping is [i]so 2007[/i]. Quadtree displacement mapping is what's hip and cool! :v:
[QUOTE=roxahris;31525710]This seems pretty neat, but the standalone version is a broken piece of shit that runs terribly, stutters horribly, doesn't work half the time, and is filled with strange graphical glitches eerily reminiscent of a dying graphics card. Also, parallax occlusion mapping is [i]so 2007[/i]. Quadtree displacement mapping is what's hip and cool! :v:[/QUOTE] Care to share a screenshot and some information about your hardware? Also, please elaborate on 'doesn't work half the time', the only issue I'm aware of is that AMD/ATI cards apparently have trouble reading negative values from textures, I can hardly fix that though.
[QUOTE=Biohazard_90;31526361]Care to share a screenshot and some information about your hardware? Also, please elaborate on 'doesn't work half the time', the only issue I'm aware of is that AMD/ATI cards apparently have trouble reading negative values from textures, I can hardly fix that though.[/QUOTE] Huh, I use an ATI card (5770 HD) and the standalone demo works perfectly fine. Amazing work, by the way! Is there any chance you may release the code for your orthographically projected shadowmaps that you showed off in the day/night demo?
[QUOTE=Darkomni;31526395]Huh, I use an ATI card (5770 HD) and the standalone demo works perfectly fine. Amazing work, by the way![/QUOTE] Thanks; try to get the 'length' of UV - 0.5, in the past this caused the length node to render solid 1, which is wrong, it only happened on ATI cards (afaik). [QUOTE=Darkomni;31526395]Is there any chance you may release the code for your orthographically projected shadowmaps that you showed off in the day/night demo?[/QUOTE] Sorry, I'm not planning to do that atm. I've changed the whole renderer to use deferred shading at some point though now I'd want to optimize it first or possibly try another solution yet again before I could consider to release it at all.
parallax / relief will never interest me until someone figures out how to efficiently make the edges not look like total shit
[QUOTE=Instant Mix;31538803]parallax / relief will never interest me until someone figures out how to efficiently make the edges not look like total shit[/QUOTE] Does bump mapping interest you because that doesn't deal with edges either.
[QUOTE=Uberslug;31541198]Does bump mapping interest you because that doesn't deal with edges either.[/QUOTE] What? You don't get massive obvious lines down the edges in bumpmaps unlike parallax. Looks a thousand times worse when moving around [img]http://www.ozone3d.net/demos_projects/images/parallax_bump_mapping/parallax_bump_mapping.jpg[/img]
[QUOTE=Instant Mix;31538803]parallax / relief will never interest me until someone figures out how to efficiently make the edges not look like total shit[/QUOTE] hide the edges under other geometry and problems solved
[QUOTE=roxahris;31525710]This seems pretty neat, but the standalone version is a broken piece of shit that runs terribly, stutters horribly, doesn't work half the time, and is filled with strange graphical glitches eerily reminiscent of a dying graphics card. Also, parallax occlusion mapping is [i]so 2007[/i]. Quadtree displacement mapping is what's hip and cool! :v:[/QUOTE] Sounds like your GPU IS dying :P I haven't had any problems with the standalone edition. I'm wondering will you add support for outputting the actual code sometime, and not just canvas files :)?
[QUOTE=ProZak;31546824]I'm wondering will you add support for outputting the actual code sometime, and not just canvas files :)?[/QUOTE] You can find the HLSL code in shadereditorui\shader_src\, but only fxc files created with 'full compile' will be kept there, the temporary stuff prefixed with ******_ will be removed on shutdown/startup.
[QUOTE=Biohazard_90;31547158]You can find the HLSL code in shadereditorui\shader_src\, but only fxc files created with 'full compile' will be kept there, the temporary stuff prefixed with ******_ will be removed on shutdown/startup.[/QUOTE] I think he means being able to switch back and forth between the graph and code in game to edit and see the "realtime" update.
[QUOTE=dead.pixel;31548514]I think he means being able to switch back and forth between the graph and code in game to edit and see the "realtime" update.[/QUOTE] Ah okay, well it's hardly possible to flawlessly reconstruct a flowgraph just from HLSL code though. To some point it could be done by naively building and connecting nodes from code, but there's a lot of information in the nodes which is required for any shader to work but not represented in the HLSL part. Like which texture to bind where, how to evaluate each combo, which constant registers will expect what kind of data and all of that...
[QUOTE=Legend286;31196850]Well you could always make a shader and then port it over to glsl. :P[/QUOTE] I know nothing about shaders, but there is a GLSL mod for Minecraft. is this in any way possible able to make shaders that could be ported into that form? I'm an idiot sorry, but I'd like to mess with this and work on custom shaders. But would I need knowledge of the GLSL functions and language? :( Edit: Looks like I did a slight bump. I'm not good with code in anyway, but I'm interested in some possibility of developing custom shaders for MC via this tool. [editline]5th August 2011[/editline] [QUOTE=Legend286;31335794]Yeah, plus Source has decent software AA anyway.[/QUOTE] It does? it never worked for me when I turned it on via console. Unless it is turned on via another method.
I tried installing this in my fresh 2007 mod, but I got linking errors of which I can't be bothered to fetch again because I removed the mod because of failure.
[QUOTE=Brt5470;31551219]I know nothing about shaders, but there is a GLSL mod for Minecraft. is this in any way possible able to make shaders that could be ported into that form? I'm an idiot sorry, but I'd like to mess with this and work on custom shaders. But would I need knowledge of the GLSL functions and language?[/QUOTE] It might be useful to some point if i would make it output glsl to begin with, but you'll have to re-interpret all kinds of registers and samplers manually. So in any case I'd say you'll be better off writing them by hand... [QUOTE=Sam Za Nemesis;31551570]Hey Bio, Do you plan to add ASW support to the editor, or at least make ASW able to load the shaders?[/QUOTE] Well I'd like to, I began porting it at some point but sadly I modified tier1 and vgui_controls too so there are now three projects missing in the swarm sdk (no shader source either) to easily port this. I could clean up the stuff from vgui_controls and tier1 I guess, but then I'm not sure how much work it will be, or even if it's possible at all, to port the shader implementation to the newer engine. Maybe it won't be much work because the interfaces in question didn't change; maybe it's impossible because some headers for the new shader interfaces are missing in the swarm sdk, no idea. [QUOTE=uitham;31551604]I tried installing this in my fresh 2007 mod, but I got linking errors of which I can't be bothered to fetch again because I removed the mod because of failure.[/QUOTE] The only errors of that kind that may arise due to the shader editor stuff could happen when you don't add the cpp files to your project properly.
[QUOTE=Biohazard_90;31547158]You can find the HLSL code in shadereditorui\shader_src\, but only fxc files created with 'full compile' will be kept there, the temporary stuff prefixed with ******_ will be removed on shutdown/startup.[/QUOTE] Oh! The more you know :P! Thanks! [QUOTE=dead.pixel;31548514]I think he means being able to switch back and forth between the graph and code in game to edit and see the "realtime" update.[/QUOTE] Heh, no Biohazard was right :P [QUOTE=Brt5470;31551219]It does? it never worked for me when I turned it on via console. Unless it is turned on via another method.[/QUOTE] Works fine for me. [QUOTE=Biohazard_90;31552429]I could clean up the stuff from vgui_controls and tier1 I guess, but then I'm not sure how much work it will be, or even if it's possible at all, to port the shader implementation to the newer engine. Maybe it won't be much work because the interfaces in question didn't change; maybe it's impossible because some headers for the new shader interfaces are missing in the swarm sdk, no idea.[/QUOTE] I was told by someone that's got engine access that the interfaces didn't really change that much, so technically it should be possible with what we've got access to right now (to make custom shaders, that is).
[QUOTE=Biohazard_90;31552429] The only errors of that kind that may arise due to the shader editor stuff could happen when you don't add the cpp files to your project properly.[/QUOTE] The only steps I didn't get were [quote](optional) Add a new filter in the Source Files folder of your client project. Add all implementation files (and headers) from ../src/game/client/ShaderEditor to your new filter or elsewhere into your client project.[/quote] 1. I have no ideas what a filter is or how to add one 2. Where in my client project?
I've got to ask why you think you have a use for this when you don't have a basic understanding of an IDE ???
Maybe to make shaders without knowledge of vmt's? Also I do have knowledge about IDE's, thank you.
you don't make shaders with vmt's, you use it to tell source to use a particular shader on a texture
[QUOTE=uitham;31567698]Maybe to make shaders without knowledge of vmt's? Also I do have knowledge about IDE's, thank you.[/QUOTE] Then why not use the standalone edition?
Holy shit, this is becoming too fucking cool to handle. I'm becoming tempted to add every shader ever to my simple SP mappack-mod thing. I must learn how.
Anything new? Upcoming updates? The website for sharing shaders? I'd love to see a text-only editing. Obviously once you switched to it you couldn't switch back to the node based for that shader. But it would be great for learning or creating more complex shaders.
Recently I've been getting this when I close my game in debnug mode. The thread 'CIPCServer::Thread_MainLoop()' (0x1784) has exited with code 0 (0x0). threadtools.cpp (2574) : Assertion Failed: Illegal termination of worker thread 'CNet Encrypt:0' Anything to do w/ the shader editor?
Doesn't look like it you should break it in debugger
[QUOTE=dead.pixel;31668508]Anything new? Upcoming updates? The website for sharing shaders? I'd love to see a text-only editing. Obviously once you switched to it you couldn't switch back to the node based for that shader. But it would be great for learning or creating more complex shaders.[/QUOTE] I kinda don't have that much time right now and I was planning to create some more shaders for that website first, I'll hopefully do that soon. [QUOTE=JLea;31684568]Recently I've been getting this when I close my game in debnug mode. The thread 'CIPCServer::Thread_MainLoop()' (0x1784) has exited with code 0 (0x0). threadtools.cpp (2574) : Assertion Failed: Illegal termination of worker thread 'CNet Encrypt:0' Anything to do w/ the shader editor?[/QUOTE] It doesn't [I]seem[/I] related, especially since it's apparently server-side, but you could easily find out by removing the editor dll. On a related note :v:, what was this about anyway (from page 1): [QUOTE=Talishmar;31253699]Is that true what was said about his coding skills... Errors everywhere?[/QUOTE] The only code that I ever posted was for the 'over the shoulder view tutorial' on the VDC, while that code was written hastily and is probably hard to read it's not full of errors as far as I know, so could someone enlighten me?
[QUOTE=Biohazard_90;31687389]The only code that I ever posted was for the 'over the shoulder view tutorial' on the VDC, while that code was written hastily and is probably hard to read it's not full of errors as far as I know, so could someone enlighten me?[/QUOTE] Don't worry about it. It's a dumb misconception people drew up when we posted your dynamic shadows vid back last year [URL=http://www.facepunch.com/threads/1030483-Source-Engine-sun-day-night-volumetric-lighting-and-SSAO]here[/URL]; a game of telephone gone awry. Someone mentioned Jason Mitchell's hacky code and the errors that came from it. After a few posts, Jason soon became referred as 'he', and then people started attributing that 'he' to you, and now you're suddenly a bad coder. Even though I have no clue what the hell I'm doing, this is actually quite fun to mess around in. I've not made anything useful, though, but I'm starting to get an idea of how shaders are built up in this. I second the Node-to-Code feature, but it'd just be nice if I ever wanted to code something up and need some visual reference beside it.
[QUOTE=Instant Mix;31544779]What? You don't get massive obvious lines down the edges in bumpmaps unlike parallax. Looks a thousand times worse when moving around [img]http://www.ozone3d.net/demos_projects/images/parallax_bump_mapping/parallax_bump_mapping.jpg[/img][/QUOTE] A good environment artist would either find a way around it (like Nugiman's suggestion of hiding the edges under other geometry) or not use it in that situation. You're acting like if the technology can't do all the work for you, it isn't worth a damn. [editline]12th August 2011[/editline] [QUOTE=OpethRockr55;31688920]a game of telephone gone awry. Someone mentioned Jason Mitchell's hacky code and the errors that came from it. After a few posts, Jason soon became referred as 'he', and then people started attributing that 'he' to you, and now you're suddenly a bad coder.[/QUOTE] Go-go gadget facepunch
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