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
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
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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
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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
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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
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
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
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
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
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
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
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
vsync?
Yes, I have. But only NightVision and Trouble shaders don't work nevertheless on my card.
PW
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 actionI'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
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