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GLSL Post Shader Pack 1

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2015-12-02
2015-12-04
  • Jerome.D (BeanzMaster)

    Hi to all, i back with a pack of some GLSL Post Shader

    You'll find new :
    * Thermal Vision Shader
    * Night Vision Shader (but it's not work if we want use a mask, if someone can solve this)
    * Dream Vision Shader
    * Pixelate Shader
    * Frost Shader
    * Posterize Shader
    * Trouble Shader

    You'll find a new PostShader Sample in the attached file

    That's all folk

    See you soon

     

    Last edit: Jerome.D (BeanzMaster) 2015-12-02
  • Pavel Vassiliev

    Pavel Vassiliev - 2015-12-03

    Hi Jerome,
    Well done. I've added the units to GLScene_RunTime_VCL package in source and wikiNoise and wikiMask to media dirs. But it seems that using wikiMask with transformation shader is good to view but not clear enough as operation. Now it's commented and slightly rearanged comps in PostShaders demo. Thanks.
    PW

     
  • Pavel Vassiliev

    Pavel Vassiliev - 2015-12-04

    Jerome,
    To reduce slightly a number of units I've combined all shaders in GLSLPostShaders unit and edited PostShader demo in Samples. The Truble shader doesn't work for me with my GeForce GT 630M on Win10.
    PW

     
  • Jerome.D (BeanzMaster)

    The trouble not work hum ! normaly it's for OpenGL2.0 min Have you vsync enabled ? Normaly the Trouble produce a BSpline Blur or a little disturb like the Frost shader depend of the parameters values

    And Also we need to add the support of Bool parameters for GLSl Actually GLScene doesn't support it but i don't how; I just say it's in GLContext and GLStates unit
    I ve plenty other PostShader like GaussianBlur, Bloom, SSAO, FXAA, VideoEnhanced to convert ect...
    And now i 've begin to do one some GLSLShader Object like Fur and some others

     
  • Pavel Vassiliev

    Pavel Vassiliev - 2015-12-04

    Jerome,
    So then do not forget also the erosion shader from attachment.
    They all could be added into PostShader demo with variable factors to change
    PW

     
  • Pavel Vassiliev

    Pavel Vassiliev - 2015-12-04

    vsync?
    Yes, I have. But only NightVision and Trouble shaders don't work nevertheless on my card.
    PW

     
  • Jerome.D (BeanzMaster)

    Pavel
    Nvidia with VSync not like some GLSL Shader like shaders with MarchingCube for example just desactivate VSync. And i'm also discover a bug in GLScene

    In the shader DOApply if you write
    GetGLSLProg.UniformTextureHandle['noiseTex',0,ttTexture2D]:= FNoiseTex.Handle;
    The texture is not set correctly we must use
    param['noiseTex'].AsTexture2D[1]:= FNoiseTex;

    So i 've attached the update

    Just add NightVisionShader.UseMask := 1;in the demo to see the mask in action

    I'm also think it's not a good idea to have only one file with all shaders. It must easy to maintain and make update if we keep 1 file for 1 shader

    For Erosion ok and it will follow the Fur, Lattice ect... from daStranger and some others i'm working on it and they re available soon but not for post Shader they re for Objects. For PostShader will have Like i said the VideoEnhanced, ssao, fxaa, gaussian,radial blur but not immediately

     

    Last edit: Jerome.D (BeanzMaster) 2015-12-04
  • Pavel Vassiliev

    Pavel Vassiliev - 2015-12-04

    Jerome,
    --I'm also think it's not a good idea to have only one file with all shaders.
    Why? Is it more good idea to have a separated folder and save there a great number of small files?
    It's easy to maintain only one file if you use Beyond Compare tool, that is in bin direcory of RAD Studio. After final editing it's much easy to use it in applications. And think also about need to remember all that unit names instead of one and too long uses clause. Yes, for object shaders should be a different file.
    p.s.But only NightVision and Trouble shaders nevertheless don't work on my card. I'll try tomorrow.
    PW

     

    Last edit: Pavel Vassiliev 2015-12-04

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