Shaders - an explanation

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Postby TK471 » Mon Aug 06, 2007 12:14 pm

http://www.heppler.com/shader/
That shader bible, I just googled it myself, thanks!
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Postby Psychcf » Mon Aug 06, 2007 1:28 pm

TK471 wrote:http://www.heppler.com/shader/
That shader bible, I just googled it myself, thanks!

thank you!
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Postby ihsan » Fri Jan 04, 2008 12:55 pm

I'm trying to make an animated shader but it must have gloss, bump, spec and alpha enabled.
Is there a list somewhere of the DARKPLACES shader commands? I'm most interested in specular lighting.
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Postby Rad Ished » Mon Jan 28, 2008 10:30 am

Ishan ,Neither of these are actually what you are after but they could be useful,
http://www.quake3world.com/ubb/Archives ... 27331.html?
http://icculus.org/twilight/darkplaces/readme.html
...
I have also an interest in specular lighting , is this possible in Nexuiz?
I used the dirty switch in q3map2 which made some nice effects.
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Postby tZork » Mon Jan 28, 2008 6:34 pm

afaik same rules apply to animaps as all other textures in dp:
animap text1 tex2 tex3

needs
Code: Select all
tex1_glow tex1_gloss text1_norm ... tex3_glow tex3_gloss text3_norm

to have those fxs enabled for each frame.
HOF:
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Postby DeVsh » Wed Dec 10, 2008 6:56 pm

so am i to understand there is no GLSL involved?
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Postby LordHavoc » Mon Nov 23, 2009 5:38 am

DeVsh wrote:so am i to understand there is no GLSL involved?


Yes, that is correct.

All GLSL shader code is in the engine, it simply chooses shader features to fit your q3 shader file and the current circumstances (lighting, fog, etc).

All the engine uses the q3 shader files for is to understand the material that is desired, support a few effects (scrolling stuff, water reflections, etc), and off it goes with the standard material renderer.

Custom GLSL shader code is not really supported, I prefer to take requests for material features and implement them in a general way, rather than directly support custom shader code.
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Postby DeVsh » Mon Nov 23, 2009 4:43 pm

nice reply after... 11 months...

implement deferred shading :)
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