• Source Shader Editor, a WYSIWYG shader editor from our friend, Biohazard. Or, that "dino mod guy."
    245 replies, posted
[QUOTE=StaT;35065743]Well i guess im at step 4 then have no bloody idea on whats going on :v: i just got the whole point behind float 1 , float 2 etc i just realised that the number after the float is how much float values it stores eg float 3 would look something like this: 258,1 88,5 0,55 i think i have loooong way to go[/QUOTE] float x = 0.5; float2 xy = float2(0.5, 0.5); float3 xyz = float3(0.5, 0.5, 0.5); float4 xyzw = float4(0.5, 0.5, 0.5, 0.5);
Wait so floats only store the cordinates of something ?
[QUOTE=StaT;35067507]Wait so floats only store the cordinates of something ?[/QUOTE] No, it's just an example?
[t]http://dl.dropbox.com/u/20458145/asi-jac1-landingbay_010012.jpg[/t] SSE & SFM Shaders at once = epic shaders.
[QUOTE=Nicolas;35070024][t]http://dl.dropbox.com/u/20458145/asi-jac1-landingbay_010012.jpg[/t] SSE & SFM Shaders at once = epic shaders.[/QUOTE] jesus frigging christ....thats source?
[QUOTE=Nicolas;35070024][t]http://dl.dropbox.com/u/20458145/asi-jac1-landingbay_010012.jpg[/t] SSE & SFM Shaders at once = epic shaders.[/QUOTE] By SFM you mean source film maker ?
[QUOTE=StaT;35076803]By SFM you mean source film maker ?[/QUOTE] Yeah Source Filmmaker. I use it's shaders. [t]http://dl.dropbox.com/u/20458145/c12ec23v1.jpg[/t] chromatic aberration and lens flares are made in SSE
And now to inject these into garry's mod...
[QUOTE=Nicolas;35077135]Yeah Source Filmmaker. I use it's shaders. [t]http://dl.dropbox.com/u/20458145/c12ec23v1.jpg[/t] chromatic aberration and lens flares are made in SSE[/QUOTE] Powered by Frostbite 2
[QUOTE=Instant Mix;35077423]And now to inject these into garry's mod...[/QUOTE] Nope.
[img]http://cloud.steampowered.com/ugc/468611959359364170/6D2BB08C6C5FA5C3BBF05AC911D6AEAA9D3EB0E7/[/img] Something is not right here :v:
[QUOTE=StaT;35078710][img]http://cloud.steampowered.com/ugc/468611959359364170/6D2BB08C6C5FA5C3BBF05AC911D6AEAA9D3EB0E7/[/img] Something is not right here :v:[/QUOTE] Hell mode activated.
Okay, been trying to figure this out for awhile, how do I use rendertargets? Once i use the tool inside SSE, what else do I do?
[QUOTE=Nicolas;35077135]Yeah Source Filmmaker. I use it's shaders. [t]http://dl.dropbox.com/u/20458145/c12ec23v1.jpg[/t] chromatic aberration and lens flares are made in SSE[/QUOTE] Shouldn't the aberration be centred around the middle of the screen?
Technically, yeah. Looks like this aberration effect offsets the position of the red/blue channels in opposite directions, instead of scaling them. Admittedly though, the position-offset offers a more gentle effect, compared to what a scale-offset tends to produce. And it affects the entire screen, instead of the edges of the screen (subsequently shifting focus to the center of the screen, as it is the clearest area). It's a trade-off between accuracy and functionality. v:v:v
I dont know how you guys do it all shaders i make turn out to be epilepsy stimulants
Added this into HL2 Beta Deathmatch.
[QUOTE=Bitl;35095847]Added this into HL2 Beta Deathmatch.[/QUOTE] Get that shit looking next gen son.
[img]http://cloud.steampowered.com/ugc/468611959407062836/0E66A571C292459309456BBDE429E95F3720D1F2/[/img] Finnaly a shader that dosent provoke a seizure :v:
I accidentally, the shader editor... [IMG]http://img12.imageshack.us/img12/8624/tls10004.jpg[/IMG] Sorry about relieving this old thread, but the Shader Editor is just pure awesome.
I fooled around in this thing for a while and I'm just too dumb to make shaders I guess. :( I wish there were some tutorials for some basic shaders.
So since someone dragged this thread back up from the dead, I may as well ask. Is it possible to mount this with SFM and directly do all the shader work there, or do I have to do the shader work separately and then import it on my own because of the weird way that Filmmaker works?
Using it in SFM would never work, since the Shader Editior has to be embedded in the code when you compile it into a .DLL from C++. This would mean SFM would have to be open source for you to do this, and even if it was, it would likely require some fixes to work correctly. This means SFM cannot read the Shader Editor files, it would be easier to write it in HLSL.
Sorry, you need to Log In to post a reply to this thread.