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AppGameKit Chat / [STICKY] Useful Community Shaders Project

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Daniel TGC
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Posted: 4th Jun 2015 13:24
Hi guys,

I'm not much of a shader guy I'll be the first to admit. If I can color a 3d object with a solid color then I'm jumping for joy! The aim of this thread is to collect into one thread any shaders AppGameKit enthusiasts have come up with so we can all learn how to use them and have a resource stockpile.

Please donate your shaders today. If enough come in I'll spring for a prize or two around Christmas time!
CJB
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Posted: 4th Jun 2015 14:12
I don't take credit for these shaders - I just tweaked them a little to work in AppGameKit, but even that can be tricky when you're new to shaders (like me!). Still, some amazing shaders here:

Flames
Clouds
Swirl
Mountains



V2 T1 (Mostly)
Uzmadesign
baxslash
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Posted: 4th Jun 2015 15:37
Additive blend for transparent sprites:

2D Retro Lighting
2D Lighting
Posterise
Multiply

Using AppGameKit V2 Tier 1
Ched80
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Posted: 6th Jun 2015 17:55
janbo
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29 games
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Posted: 8th Jun 2015 22:24
This is a good idea for a thread so here's my contribution:

3D light shader
3D toon shaders

Invaders of the 29th Dimension - available now on Google Play
Find me on indieDB
SpecTre
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Posted: 9th Jun 2015 02:21
This is looking to be a great thread.
Would you be able to list the shaders on the top post to make it easier to search through as the thread grows?

The Amiga and Amos were great!
[href=http:leap.my-free.website/]My website LEAP - Download Paint Pot here![/href]
CodeMonkey
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Posted: 11th Jun 2015 21:56
A few 3D shaders for Ambient/Directional/Point lighting..
http://skywaygame.com/progress/shaderpack
CJB
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Posted: 12th Jun 2015 18:09
Alien Menace
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Posted: 17th Jun 2015 00:13
Anybody have a good 3d water shader they would like to share?

I love my Altair 8800 Replica.

http://altairclone.com/
BatVink
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Posted: 16th Oct 2015 17:35
unlock
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
CJB
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Posted: 16th Oct 2015 20:56
Simple ripple effect courtesy lilpissywilly and I. (attached)
V2 T1 (Mostly)
Phone Tap!
Uzmadesign

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lilpissywilly
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Posted: 17th Oct 2015 08:43 Edited at: 17th Oct 2015 08:44
3D Water ripple shader with light distortion (and one without light distortion, project and shaders attached)

My hovercraft is full of eels

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lilpissywilly
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Posted: 17th Oct 2015 08:51
I have a general shader question for Paul (or anyone who feels they can answer):

I have a 2d shader with 24 pointlights among other things. I made one version where the shader iterates through the pointlight calculations to a number set in AppGameKit, let's say 8. And I made another version where I literally typed out 8 point light shader calculations in the shader, and the second one is much faster. I think I used a For loop in the iteration version. Any idea why that's much slower?
My hovercraft is full of eels
BatVink
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Posted: 17th Oct 2015 16:56
Regarding the ripple shader, and similar effects, bearing in mind I know nothing about shaders. Would it be possible to apply a shader like this as a momentary effect to the screen. For example, an explosion occurs and the effect hits the screen at high speed, for 0.5 seconds?
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
lilpissywilly
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Posted: 17th Oct 2015 19:53 Edited at: 17th Oct 2015 20:04
Quite easily, yes. You would set a flag check in the shader that you would set to 0 and 1 from within AGK.

I'll make an example


Edit: project attached water ripple with toggle
My hovercraft is full of eels

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CJB
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Posted: 17th Oct 2015 20:42 Edited at: 19th Oct 2015 11:42
@Batvink:
Take a look at the swirl shader. This will show you how you can implement a positional element of the shader that would allow you to place your explosion ripples. Combine this with the amplitude ripples and a render image and I think you could create some nice special effects!
V2 T1 (Mostly)
Phone Tap!
Uzmadesign
BatVink
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Posted: 19th Oct 2015 11:31 Edited at: 19th Oct 2015 11:32
Thanks both of you. One of my projects has just risen up through the rank of priorities!

[EDIT] CJB, your link is a dead end
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
CJB
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Posted: 19th Oct 2015 11:44
Quote: "CJB, your link is a dead end "

Fixed.

It's the swirl shader from the 2nd post on this thread. You position the effect region with the mouse, but could quite as easily position an effect with your explosion coordinates
V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Jack
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Posted: 3rd Nov 2015 02:24
2d fisheye shader, works with this code:



fisheye.ps

[/url]
Jack
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Posted: 3rd Nov 2015 04:10 Edited at: 3rd Nov 2015 07:44
Fisheye shader 2:

AGK code:




f2.ps:



Smooth variation:

[/url]
CJB
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Posted: 13th Nov 2015 13:34 Edited at: 13th Nov 2015 13:34
Preben's 3d fog shader can be found here: https://forum.thegamecreators.com/thread/215787
V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Blendman
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Posted: 26th Nov 2015 09:00
Hi

A 3D shader : mix two textures (or more) on a mesh.

It's a shader to mix (blend) two textures on an object, for example for a ground.
The first texture should be "plaine "a jpg for example, a texture without alpha if possible), the second texture need alpha (to see the first texture when alpha <255)


Vertex shader :


Fragment shader :


And a little example to test :


You can easily add other layer to blend several texture if you want.

http://www.dracaena-studio.com
Blendman
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Posted: 26th Nov 2015 09:38 Edited at: 27th Nov 2015 07:55
Hi

Anothe example : the Blending of texture (like blendmode for image).

If you use two textures for some objects, here is a little code to have a multiply blendmode.
You can use an AmbientOcclusion/Shadow Map with this technic (if your second texture has shadow or AO of your scene, of course).

Vertex shader



Fragment shader :


I know it's very simple, but it's easy to understand how to blend two textures, with the blendmode you want :
- blendmode multiply => gl_FragColor = texture2D(texture0, uv0Varying) * texture2D(texture2, uv1Varying) * agk_MeshDiffuse;


- bledmode add => gl_FragColor = (texture2D(texture0, uv0Varying) + texture2D(texture2, uv1Varying)) * agk_MeshDiffuse;


And so ...

note : theblendmode is only for the textures for the object, not for the objects drawn at the screen.
To change the "blendmode" of an object, we have only 3 blendmode with SetObjectTransparency()
0 = opaque, 1 = transparent, 2 = additive


@29 games : your 3D light doesn't work no more with AGK2.015d, you have to change : agk_ObjColor to agk_MeshDiffuse
http://www.dracaena-studio.com
Blendman
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Posted: 27th Nov 2015 07:32
Another one (very simple too, but usefull to create some variations on terrain ^^) :
Mix two textures with a mask alpha :


Vertex :


Pixel/fragment :

http://www.dracaena-studio.com
Blendman
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Posted: 27th Nov 2015 10:43
Another one :
The beautiful Rim-light/fall-off effect




Fragment / pixel shader :


And the result :
http://www.dracaena-studio.com
Blendman
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Posted: 27th Nov 2015 13:09 Edited at: 27th Nov 2015 13:42
Another one : Spherical environment mapping.
If you use some particular texture, you can have some good effect (the rim-light effect can be created with spheremapping shader).
Shader written by TheSnidr (like rim-light shader), adapted by me for AppGameKit

Vertex :


Fragment :


Result :




A metalic effect, if you change a little the vertex shader :


Result :
http://www.dracaena-studio.com
BatVink
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Posted: 27th Nov 2015 17:02
Nice, keep 'em coming!!!
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Blendman
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Posted: 28th Nov 2015 09:44 Edited at: 29th Nov 2015 13:49
Hi
I have just played and changed some parameters in the shader I've posted ( Spherical environment mapping) and we can get some awesome FX with AGk if we mix two textures
http://www.dracaena-studio.com
Blendman
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Posted: 2nd Dec 2015 07:08
Hi

Just a simple shader (1 point light, 1 directionnal light) for users who haven't used the shaders with agk yet.
The code for vertex and shader is from Paul .

- you need to create 2 files : shader.ps, shader.vs, place it in your media folder. These files areused by your shader.
NOTE : please use notepad or equivalent appli on mac/linux. The file should be in unicode (I think).


Shader.ps



Shader.vs :



The AppGameKit code :

http://www.dracaena-studio.com
BatVink
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Posted: 2nd Dec 2015 09:11
Thank you , that is more useful than you could ever imagine!
I am the complete noob with shaders.
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Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Blendman
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Posted: 2nd Dec 2015 09:34
@Batvink

Another usefull thread for shaders :
https://forum.thegamecreators.com/thread/214611
http://www.dracaena-studio.com
Paul Johnston
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Posted: 12th Dec 2015 17:30
For those interested I've changed the light attenuation calculation since writing those shaders to make lights falloff slightly slower, meaning they don't create a bright spot and then don't light much else.

To use the new calculation replace the line

with
Blendman
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Posted: 14th Jan 2016 10:20
HI

A new simple shader :
Tilled UV offset (with movement if needed)


uvoffset.vs :


uvoffset.ps :



example of use (if you want a texture sliding in y) :
AGK2 tier1 - http://www.dracaena-studio.com
haliop_New
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Posted: 15th Jan 2016 00:20
MAN AppGameKit forum is incredible !!!!!!!!

though I do have one request and I'm sorry if this sounds a bit wrong...

but could you please when posting new shaders make a zip file containing the shader files in the media folder and the actual agk code file
cause still shaders are extremely hard for me to grasp and how to use them with Render to Image and such...

really sorry for this request it is really hard for me :/
Zerotown
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Posted: 15th Jan 2016 07:51 Edited at: 15th Jan 2016 07:59
Quote: "A new simple shader :
Tilled UV offset (with movement if needed)"


@Blendman;
thank you very much for this shader! Would you be willing to answer a question? I would like to animate a character by showing portions of a texture that are moved around by the shader. Currently, the whole texture is displayed on an object while it moves along the UV-coordinates. Is it possible to clip a specific segment from the entire texture?


@Haliop_New:
I've added a file containing an example-project for you, made with Blendman's latest shader. I've added comments to explain what is going on.

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Blendman
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Posted: 15th Jan 2016 09:34 Edited at: 15th Jan 2016 10:37
@ZeroTown :
I don't know if you can do such a thing easily.
If I have understand, you want to change the uvmapping of your model or the scissor of your texture. I don't know how to change the uvmapping with a 3D shader.

But I think you could do that with an alpha texture (as a mask), it's not a great method but it could work :
- use your diffuse texture as texture0
- use your 2nd diffuse texture as texture1 (the clipped image)
- use your alpha mask as texture2 (your alpha texture should be bigger (Im' not sur of that) than your diffuse texture)
- change the size/position your alpha texture with : uv1Varying = (uv * uvBounds0.xy*newsize + newpos) + uvBounds0.zw * newsize;
newpos : the position of your alpha texture
newsize : the size (your clipping surface)

I have attach a zip with a code test, I hope this will help you (I don't know if it's that example that your want)


@Haliop_New :
For my next example, I will post a zip


There are 3 kind of Shaders :
- 2D shaders : to use with sprite
- 3D shaders : to use on 3D objects
- Fullscreen : to use with a renderImage

1) How to use a Sprite Shader :
You need a shader made for a sprite. A 3D shader or a fullscreen doesn't work with a sprite .



2) How to use a 3D shader (for 3d object) :
You need a shader that can be used on a 3D model.



2) How to use a Fullscreen shader (use it on renderImage) :
It's more complex. You have a full example named "Bloom" in your example files (AGK directory)

To simplify (it's very very simplified) :
- You have to load your fullscreen shader with LoadShader(1,"FullscreenShader.vs","FullscreenShader.ps")
- You have to create a renderImage()
- set the shader on the image
- render() and swap() your scene (don't use sync()).

For more information, please see the example named "bloom.agk" in the AppGameKit directory/shaders .
AGK2 tier1 - http://www.dracaena-studio.com

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Zerotown
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Posted: 15th Jan 2016 16:39
Quote: "I have attach a zip with a code test, I hope this will help you (I don't know if it's that example that your want) "


@Blendman:
Wow, you just whipped that example up? Impressive! It actually does more than I what I tried to convey It's a bit difficult for me to explain, since English isn't first language. I'll try to code something this weekend using your example and will post the results. Thank you once more for your time!

Green7
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Posted: 17th Jan 2016 19:41
hello! I have a question: is it possible to have a 2D shader for sprites including directional shadows and directional normal maping? all from one light source, like a sun? or, if it is less difficult, a normal mapping shader with one directional and several point lights? or even alltogether? shaders are something mysterious to me...
Zerotown
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Posted: 17th Jan 2016 21:14 Edited at: 17th Jan 2016 21:15
I did some digging regarding my earlier question if it was possible to load a sprite-sheet, and show parts of it as a texture (so a 3D-plane appears to be animated). Turns out Lillpissywilly (I hope I spelled that correct ) had posted a shader that could be used for this purpose. I modified it to work with AGK2 and wrote an example for everybody. Sprites curtesy of Curt - cjc83486 http://opengameart.org/content/rpg-character.

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Blendman
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Posted: 18th Jan 2016 09:52
@ZeroTown : thanks a lot, but your example only works with spritesheet with one line (frames in X), it doesn't work with spritesheet with several frames or lines in Y . You have defined StartuvX# at each frame and not StartuvY# ^^. And the Shader must be changed a little to work with Frame in Y.

Here is a modified zip which should work with any spriteSheet (with or without frame in Y) (code and shaders are modified, I have add a little example of a spriteSheet in X and Y))


@Green7 : Janbo has posted a 2D normalmap shader and 2D softshadow
AGK2 tier1 - http://www.dracaena-studio.com

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Zerotown
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Posted: 18th Jan 2016 15:58 Edited at: 18th Jan 2016 15:59
Quote: "@ZeroTown : thanks a lot, but your example only works with spritesheet with one line (frames in X), it doesn't work with spritesheet with several frames or lines in Y . [...] Here is a modified zip which should work with any spriteSheet (with or without frame in Y) (code and shaders are modified, I have add a little example of a spriteSheet in X and Y))"


That is correct, I had planned a further re-write of the code this evening. Thank you for your effort... it is much appreciated!
Blendman
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Posted: 19th Jan 2016 20:10 Edited at: 20th Jan 2016 12:11
Hi

Here is a zip with 2 normalMap for 3D (adapted from a code from Janbo (normalmap2D), thanks a lot Janbo !!) and specular map.
the zip contains : a code example + 2 shaders (differents settings and parameters) with normalmap and specmap (normal & diffuse pictures and original code if from Janbo).

This shaders has some parameters you can set :
- normal light fallof, intensity/range light
- specular intensity
- 3 lights (color, position, range)
- UVtilled for the diffuse texture if needed

Your shader must have 3 layers :
- layer 0 : the diffuse image
- layer 1 : the normal map image
- layer 2 : the specular map image



EDIT : I have add a zip with a code example and shaders .
AGK2 tier1 - http://www.dracaena-studio.com

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Blendman
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Posted: 22nd Jan 2016 09:59 Edited at: 22nd Jan 2016 14:35
Hi

A new 3D shader : The Mask Alpha.
Thank you Paul for the idea

Mask.vs


Mask.ps


Very simple, but very usefull. This technic is an alternative to Transparency Alpha for object (SetObjectTransparency(id,1)), but it's faster, and you don't have some bug/glich you could get with the transparency alpha, in some case.


The code to use it :
A zip is attached, with shaders and code example



EDIT :
if you want to use your own image alpha channel.

in Mask.ps, replace :


by
AGK2 tier1 - http://www.dracaena-studio.com

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Harlequin
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Posted: 15th Feb 2016 03:03
Hi Blendman,

the Shader3dNormalSpecMap.zip look great and are helping me understand with some stuff I am working on, the only thing I noticed was I get an error related to the version.
"could not implicitly convert operands to arithmetic"

I found that if I put the following line at the top of the pixel and vertex files
#version 120
It fixed it.





It\'s late, I\'m tired, out of coffee and now I\'m wet.
Survey
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Posted: 22nd Feb 2016 10:19
Hi Blendman,

Works great with the #version 120. Very impressive. I like your code, very tidy.

I know very little about shaders but can see that you have applied several images to one object with the following code.
I am trying to apply a light map (texture bake) to an object to replicate 3D shadows, obviously this code is the way to go but; understand its only possible with shaders until AppGameKit progresses.
Have you done any work with light maps on objects to create a shadows effect?



Quote: " texture in stage 0, a normal map in stage 1, and a light map in stage 2."

I guess this does not work yet in AppGameKit V2.0.16


PS: How do I embed an image to this post so I can show you what I mean. (Please see attachment)
Asus T100. Win 8.1 CPU Z3775. AppGameKit V2 2.0.16
HD Graphics (Bay Trail)

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Blendman
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Posted: 24th Feb 2016 09:50 Edited at: 24th Feb 2016 09:56
@Survey : I have posted a simple example for a shadowmap
But do you want to use a shadowmap or a lightmap with your shader ?

You have to use a multiply mode for shadowmap:


You have to use an additive mode for lightmap :



The result (shadow map) :


The link of the shader : (in this thread )
https://forum.thegamecreators.com/thread/214598?page=1#msg2573796

If you use NormalMap, your code should seems to (at the end) :


You need to multiply your last result (gl_FragColor) and add this line to your precedent code :
gl_FragColor = gl_FragColor * texture2D(texture2, uv1Varying);

- Don't forget to change the Texture2 and uv1Varying as what you want in your code.
- If you use only 1 layer for uv, uv1Varying should be : uv0Varying
- texture2 = the texture in the stage2

Tell me if it's ok for you.
AGK2 tier1 - http://www.dracaena-studio.com
hakimfullmetal
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Posted: 25th Feb 2016 23:12
Anybody working on a 3D dynamic shadow shader in secret here?

*wink wink

For a GLSL/HSLS- blind people like me, 3D dynamic shadow shader writer = national hero
Freddix
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Posted: 7th Mar 2016 23:06
I like to think to the past and remind the old "Ultimate Shader Pack" and "Ultimate DarkShader Pack"...
Why not create an "Ultimate AppGameKit Shader Pack" ?

I also remind about Evolved that did great shaders for DarkBASIC Professional
(URL : http://www.evolved-software.com/shaders/postprocessing )
Did someone tried to see if they are compatible with AppGameKit ?

Regards,
OminusPrime
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Posted: 29th Mar 2016 23:35
This is a cool Thread.

Ive been Converting some shaders to AppGameKit with mixed results , they involve reflection . and require the view and model matrix.??? the view i expect is supplied by AppGameKit through the agk_View but does anyone know how to get the Model Matrix??
i suspect i may need to calculate it in AppGameKit then transfer it into the shader??? But i have no idea how to do this.

Any Help would be great.

also I was wondering if AppGameKit has changed anything in its shader compiler . as some of the shaders shown in this thread work well and others dont work at all . but obviously did in the past.

Ill post the shaders

Thks Ominusprime

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