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Work in Progress / [STICKY] Ultimate Shader Pack

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Freddix
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Posted: 23rd May 2006 19:37 Edited at: 10th Mar 2007 00:00
Hi all,

I try to prepare a free pack containing all shaders I've founded over the forums and over the net that are compatible with DarkBASIC Professional.
I've actually founded 20 shaders and I prepare source code sample to show how to use them.
if someone have any shaders with/without source code that work with DarkBASIC Professional, feel free to send them at freddbprojects@wanadoo.fr or, to post them here.

When the pack will be ready, it will be released free in PROGRAM ANNOUNCEMENTS.

NOTE : If any of the shaders author want its shader to be removed from the pack, simply send me an e-mail and I'll remove the shader from the pack.

Here is the actual shader list that is in the WIP pack :
01 - Objects - No Lights :
Contain all objects based shaders that are not altered by lights/environment.
Metal 1.1
Hologram 1.2
Phong Hologram 1.0
Refraction [updated finale1.0]
Offset Mapping [updated finale1.0]
Water [updated finale1.0]
Heat
Thermal
Grass 1.0 [Beta2]
Cube [Beta2] [updated finale1.0]
UFO Glass [Beta3]
Fresnel Water [finale1.0]

02 - Objects - Lighting :
Contain all objects based shaders that can be altered by lights/environment.
Gloss
Bump + Gloss
Bump & Specular
Fur [Beta3]
Snow
Parallax 2.0
Normal & Specular 2.1
Cartoon
Per Pixel Lighting [updated finale1.0]
Normal Mapping [Beta3] [updated finale1.0]
Lighting Shader / (1)Per Pixel Lighting SM1.4 [Beta2/3]
Lighting Shader / (2)Normal Mapping SM1.4 [Beta2/3]
Lighting Shader / (3)Normal Mapping SM2.0 [Beta2/3]
Lighting Shader / (4)Parallax Mapping SM2.0 [Beta2/3]
Relief Mapping [Beta3]
Wood Colouring [Beta3]
Toon Shader [Beta4]
Vertex Fur [Beta4] [updated finale1.0]
FlashLight [finale1.0]
Cubic Lighting [finale1.0]
Parallax Mapping [updated finale1.0]

03 - Environment :
Environment shader. They are not directly used to alter an object but the general display.
High Dynamic Range
Bloom [updated finale1.0]

EDIT :
Beta 1 attached to this post
Version 1.0 finale (17.07.06] is out :
http://cordierfr.free.fr/UltimateShaderPack1.0finale.zip

Mirror:
[href]files.xquadeditor.com/UltimateShaderPack1.0finale.zip[/href]

EDIT:
Ultimate DarkSHADER Pack version is currently in WIP.
Official post is here:
http://forum.thegamecreators.com/?m=forum_view&t=100436&b=8

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor

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Hawkeye
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Posted: 23rd May 2006 19:58
Cool!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
The Nerd
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Posted: 23rd May 2006 20:02
This is a really neat idea! I will be sure to follow the progress of this pack!

-The Nerd

Sven B
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Posted: 23rd May 2006 20:08
A very good idea!!!
I'll be following this too...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Agent Dink
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Posted: 23rd May 2006 20:08
Sergey K
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Posted: 23rd May 2006 20:14
great job Freddy!

MyNewSite:http://gogetax.com
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Chris Franklin
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Posted: 23rd May 2006 20:48
Lukas W
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Posted: 23rd May 2006 20:58
there's a mailbakc feature?

great idea Freddix,
there are some pretty neat shaders that come with FX Composer from nVidia. i could upload them someday if you are interested. i don't know if they will work with dbpro. but i hope so. that "flameball explosion" effect looks neat and i want it!!

my forum - now partly finished
Freddix
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Posted: 23rd May 2006 21:19 Edited at: 23rd May 2006 22:08
@Lukas.W : I have FX composer and Render monkey on my coputer :p so I'll check them for a second release (or Pack 2).
I firstly want to find all DarkBASIC Profesionnal's compatible shaders over the forum, make a 1st pack.
After this, I'll work on a secondary pack that'll contain other shaders founded over the net

Beta 1 added to first message as attachment.

All we have to decide is what to do with the time that is given to us.
TEH_CODERER
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Posted: 23rd May 2006 22:08
Nice work. Thanks.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Freddy 007
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Posted: 23rd May 2006 22:12
This is really an excellent idea! I'll be sure to look out for this is Program Announcements.

zzz
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Posted: 23rd May 2006 22:22
Thank you Freddix!

Lukas W
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Posted: 23rd May 2006 22:25
that's really neat.
check out Evolveds website if you haven't: http://www.vector3r.com/Shaders

he's got some more shaders that are dbpro compatible.

my forum - now partly finished
Sergey K
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Posted: 23rd May 2006 23:30
@Lukas W: i know some FX languange, and i could try to set up it and see if they works in dbp..

MyNewSite:http://gogetax.com
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optical r
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Posted: 24th May 2006 12:22 Edited at: 24th May 2006 12:27
Very nice and purposful. Will follow this

<edit> ignore


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Freddix
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Posted: 24th May 2006 13:10
@Lukas.W : I've added the www.vector3r.com shaders for the next release I try the nvidia one but don't have any success at this time ... is there someone that know all commands that DarkBASIC Profesionnal support in .fx files ?

All we have to decide is what to do with the time that is given to us.
Drew Cameron
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Posted: 24th May 2006 13:38
Great great great can't BELIEVE somebody didn't do this sooner.

Excellent. Absolutely excellent.

Hawkeye
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Posted: 24th May 2006 15:06
Aw man, I can't believe how cool some of this stuff is! The HDR stuff is a lot of fun to play with, and that refraction shader is really quite impressive indeed (gets a good 90 fps as well)


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Uncle Sam
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Posted: 24th May 2006 21:14
If you collected this stuff from over the web, it wouldn't be royalty free. It would be stealing. And the guys you took it from might want to be in the credits of the game of whoever uses their shaders.

Uncle Sam
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Chris Franklin
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Posted: 24th May 2006 21:15
Quote: "If you collected this stuff from over the web, it wouldn't be royalty free. It would be stealing. And the guys you took it from might want to be in the credits of the game of whoever uses their shaders. "

Not really otherwise why would they submit them in the first place

also if anyone is wondering how i found that post so fast lol *looks at mailback*

Freddix
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Posted: 24th May 2006 21:41 Edited at: 24th May 2006 21:42
@Uncle Sam :
I collect only where it is mentionned that it can be freely used.
when I found a shader with source code, I modify nothing and leave any info files with the shader so, the user will know who developed the shader and can directly contact the author to know about any usage limitations. I also don't modify shader informations so, if developper put its name in the .fx file, it will be in the pack too.

Actually, all shaders available in the pack came from the forums and, user that did put them in, offered them for free so, I think they can be included in that pack.

All we have to decide is what to do with the time that is given to us.
Morcilla
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Posted: 24th May 2006 21:57 Edited at: 24th May 2006 21:59
Freddix, good initiative. Take a look below

Chris Franklin:
Quote: "Not really otherwise why would they submit them in the first place"

Not everything found at the www is for free, every time you download something, if you are going to do something with it you better check the owner requirements for doing so. These may vary from be credited, as Uncle Sam said, to pay royalties someway.
So people may submit things to be credited or have profit, as they state at their web "usage policy" page. If there is no clear permission stated by the owner, one must ask him to obtain it.
Since all the shaders seem to be free, it seems ok to use them.

Please lets get all back to topic, starting with me.

Quote: "commands that DarkBASIC Profesionnal support in .fx files "


I collected these from the Ultimate Shader Thread 1 (I think, sorry I do not remember the original poster):



That are some of the differences that system named variables have inside .fx files, at least for DBPro 5.8, hope that helps.
Freddix
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Posted: 24th May 2006 22:08
@Morcilla : thanks.

Beta2 is available.
Link is given at the top of this page.

All we have to decide is what to do with the time that is given to us.
Chris Franklin
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Posted: 24th May 2006 22:09
Preston C
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Posted: 25th May 2006 01:06 Edited at: 25th May 2006 01:10
Quote: "NOTE : If any of the shaders author want its shader to be removed from the pack, simply send me an e-mail and I'll remove the shader from the pack."


...removed? Hell, I'm honored you put some of my old shaders in that next to some of the better ones

Very good job and great idea, it's about time someone went through the forums and made a pack of all of those.

AMD64 X2 3800+ | 1 GB Ram | NVIDIA GeForce 6800 128MB
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Uncle Sam
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Posted: 25th May 2006 01:20
Thanks for the info Freddix. I'll just have to email them to see if it's "royalty free", because I am planning on selling my game.

Uncle Sam
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Hawkeye
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Posted: 25th May 2006 03:47
Jeez, some of that code is... messy


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Freddix
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Posted: 25th May 2006 09:51
I managed to make 2 nvidias shaders work on DarkBASIC Professional.
Displacement Mapping
Metal + Refl (sample source code not finished)
They'll be in the next beta

All we have to decide is what to do with the time that is given to us.
Chris Franklin
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Posted: 25th May 2006 09:55
Morcilla
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Posted: 25th May 2006 15:33
Freddix : Excellent news.
Is it true that 6.1 allows to load .fx files easier?

I tried Beta 2 and I think you are doing a great job. However, I get these errors:

Shader: 06 - Water
Lines 101, 124:

Error: Could not determine parameter type of "mask"

Shader:
20 - Per Pixel Lighting SM1.4 [Evolved]
21 - Normal Mapping SM1.4 [Evolved]
22 - Normal Mapping SM2.0 [Evolved]
23 - Parallax Mapping SM2.0 [Evolved]
Lines inside Lighting Functions.dba 49,50,51:

Error: Parameter for Object Size X does not match 'object number'

Maybe it is because I'm using here DBPro 5.9 ?

Uncle Sam: Wise. Keep us informed, please.
Sergey K
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Posted: 25th May 2006 15:42
the sync mask will terminate the camera from updateing until the command "sync mask FxFFF" or something like that..
you also can use "sync on" and "sync off" for that.. i think it does the same.

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zzz
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Posted: 25th May 2006 16:18 Edited at: 25th May 2006 16:19
Just one q:
Have you found a fur shader yet?
It doesn´t matter really, just curious...

Hawkeye
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Posted: 25th May 2006 16:49
There's a /Fur directory, but it's empty.

Morcilla, upgrade to u6.1, that should solve all those issues.


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
dark coder
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Posted: 25th May 2006 17:32
im interested in the bloom shader, however it seems to use 4 passes which imo is totally stupid, and for future versions of the pack i think it would be great if you had various detail levels of each shader,

also listing them in groups of the ps version they use would be usefull, and thanks for packing them all in one and adding code for them all , im definentley going to use some in my project, and are all of these shaders free to use? and it would be better if you put who created the originals in the source code so we know who to credit aswell.

Hallowed are the ori.
x1bwork
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Posted: 25th May 2006 17:59
Excellent thread,Freddix.

QuothTheRaven
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Posted: 25th May 2006 19:07
These are just so much fun to toy with. I was up too late messing with them.

Freddix
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Posted: 25th May 2006 20:17
@Morcilla : sync mask VALUE & Object Size X/Y/Z( OBJECT, UPDATE) are U6.0 command

@ZZZ : yes but I didn't found a way to make it work. it is in progress for that shader ... maybe in the next beta ?

@dark Coder : the bloom shader need 4 passes because it's not really the true hardware bloom effect. The only way to get it compatible with all 3D video card is to do it this way. I'll try to find a "VS/PS2.0 only" version of Bloom effect but ... I will not be able to be sure it'll work cos I work on a Radeon 9600 video card ... and it does not handle the true hardware bloom effect. Only global illumination. Theorically, they're all free ... if I'm wrong and someone found that, please keep me informed.

Thanks @ all for your supports

All we have to decide is what to do with the time that is given to us.
Uncle Sam
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Posted: 25th May 2006 21:12
I too am interested in the bloom effect, and the water effect.

Freddix, there is no information but the name of the creator in some of the shader files...no email addresses.

Quote: "Uncle Sam: Wise. Keep us informed, please."


Will try.

Uncle Sam
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EVOLVED
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Posted: 25th May 2006 21:51 Edited at: 25th May 2006 22:55
@Freddix
Could you change some of the shaders I did around a bit, some of the codeing I did was messey.

"04 - Refraction" with http://www.vector3r.com/Code/shaders/Refraction/Refraction.zip
"05 - Offest" with http://www.vector3r.com/Code/shaders/OffestMapping/OffestMapping.zip
"Cube" with http://www.vector3r.com/Code/shaders/CubeMapping/CubeMapping.zip
"13 - Bump & Specular" with http://www.vector3r.com/Code/shaders/NormalMapping/NormalMapping.zip
"19 - Per Pixel lighting" with http://www.vector3r.com/Code/shaders/PixelLighting/PixelLighting.zip
"21 - Bloom" with http://www.vector3r.com/Code/shaders/Bloom/Bloom.zip(Iv changed this shader and put it in to 2 passes with 3 cameras)

also can you keep the "Per Pixel Lighting SM1.4" to "Parallax Mapping SM2.0" in its original single folder ?.
Hawkeye
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Posted: 25th May 2006 22:24 Edited at: 25th May 2006 22:24
Ah, nice work on the bloom thingee - chops the render time in half, from 35ms to 15ms Runs at a flat 60 (with sync rate 0) instead of 30 now, it's still horribly processor intensive but at least it's moderately practical now.


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Freddix
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Posted: 26th May 2006 01:24 Edited at: 26th May 2006 01:28
@Evolved :
Ok. I'll update them for the next beta.
Warn : file Offsetmapping is corrupted (22bytes long ...)

What do you exactly mean with : "also can you keep the "Per Pixel Lighting SM1.4" to "Parallax Mapping SM2.0" in its original single folder ?." ?

All we have to decide is what to do with the time that is given to us.
zircher
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Posted: 26th May 2006 03:01
I'll second the interest in getting the fur shader working.

Good job and I look forward to the next update.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Preston C
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Posted: 26th May 2006 04:27 Edited at: 26th May 2006 04:38
If the fur shader you're referring to is the one I'm thinking of, the one I posted a while ago, then I think I have a fix.

The way I had originally made it, each layer of fur was scaled by a set amount per pass. If your object was too big, you wouldn't be able to notice the fur at all. I've changed it so you can set the scale value of the fur manually, something I was too dumb to do when I originally wrote the shader. Really the whole thing is kind of messy, I guess, uses 15 passes , and there's probably a better alternative out there. I've attached the new shader, source, and media.



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The admiral
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Posted: 26th May 2006 05:36
Wow i didnt realise there were so many great shaders you can use with dbpro I may look into the lighting ones.

The admiral
QuothTheRaven
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Posted: 26th May 2006 10:57
We badly need a fisheye lense shader. It would complete my sniper rifle's zoom, which doesn't exist yet. But in my head it's WONDERFUL.

Freddix
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Posted: 26th May 2006 11:59
@Preston : thanks, I'll add it in the next beta

@QuothTheRaven : There is an Nvidia glass FX that do something similar if I remind. I'll try to keep an eye on it to see if it can be adapted to make some "fisheye" effect

All we have to decide is what to do with the time that is given to us.
EVOLVED
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Posted: 26th May 2006 19:20
Quote: "file Offsetmapping is corrupted "


Fixed!

Quote: "What do you exactly mean with : "also can you keep the "Per Pixel Lighting SM1.4" to "Parallax Mapping SM2.0" in its original single folder ?." ?"


when you donwload the LightingShaders.zip and Extrack the "Lighting Shaders" folder keep it in that single folder , Itll save up space too.
Fallout
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Posted: 26th May 2006 23:49
This is a great idea, but I've downloaded the Beta2 archive 3 times now and it's always corrupt.

Freddix
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Posted: 27th May 2006 02:48
@Evolved: ok, I've restored this for next beta (the only reason why I separated them, was to make each shader useable separately without searching for files that are needed for each shaders)
your link :
http://www.vector3r.com/Code/shaders/OffestMapping/OffestMapping.zip
is always 22bytes length ...

All we have to decide is what to do with the time that is given to us.
EVOLVED
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Posted: 27th May 2006 04:56
Try it now.

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