timmie Posted September 8, 2003 Well, I decided to bump shader support up to 0.75 for the fun of it, so I've been working on the shader specification and here's what I have so far: http://timmie.squabble.org/docs/shaders.txt Just looking for comments suggestions here. I've already got a bunch from my beta testers, but I figured I'd toss this out here as well! edit: I uploaded some sample shaders that we've been testing with to give you some examples of how things work in practice: http://timmie.squabble.org/docs/shaders.wad 0 Share this post Link to post
timmie Posted September 8, 2003 Hmm, probably best to assume so. It uses the existing ZDoom script parser stuff, so if that's case sensitive then this is, too. edit: quick double check looks like it is not case sensitive 0 Share this post Link to post
timmie Posted September 9, 2003 Another update: http://www.timmie.squabble.org/docs/shaders.txt I forgot to add in there that after the color/alpha cycle keyword, you can say sin or cos to give a smoother cycle effect (instead of straight linear): color cycle sin 1.0 0.0 0.0 0.0 0.0 1.0 2.0 // cycle from red to blue over 2 seconds alpha cycle cos 0.5 1.0 2.0 // cycle from 50% to 100% alpha over 2 seconds 0 Share this post Link to post
Farlowj Posted September 9, 2003 I've got a couple of problems i was hoping you could help me with, first: I for some reason can't get that wad file for the shaders (Security on Internet Explorer maybe?) and second: there is contstruction on a house nearby and they have dump trucks that back up with the beep beep, and my dog (2 1/2 feet tall, 75lbs. (about 37.5 kilograms) 5 feet long from nose to end of tail) is scared of it. Will not leave me alone. Stupid dog. I like that dog though, but he's the wimpiest creature ever. Period. Or semicolon. Whichever you prefer. I'm rambling. I'll shutup. Now....... okay now. 0 Share this post Link to post
timmie Posted September 9, 2003 Hmm, that's strange. I just did a "right-click/save as" on the wad and it saved fine =/ As for the dog, try spraying it with water. Or take it for a walk. That always worked for my old dog :) 0 Share this post Link to post
Farlowj Posted September 10, 2003 Well i did the right click thingy and it comes up with an error saying file copy error "file system error (1026)." is there a certain folder or any security issues? or can i get the file somewhere else? Is windows 98 the problem? (You know, windows 98 SUCKS!) 0 Share this post Link to post
timmie Posted September 10, 2003 Or I can just post what was in it... This is in the "SHADERS" lump (plain text): shader FWATER1 FWATER2 FWATER3 FWATER4 { layer FWATER4 { vector cycle -0.1 -0.1 0.1 0.1 4.0 vectorFunc cos sin } layer FWATER4 { alpha cycle sin 0.35 0.45 2.0 vector 0.1 0.125 } } shader BFALL1 BFALL2 BFALL3 BFALL4 { layer BFALL4 { vector 0.0 -0.2 } layer BFALL4 { alpha 0.5 offset 0.5 0.0 vector cycle 0.05 -0.1 -0.05 -0.1 2.0 vectorFunc sin linear } } shader BIGDOOR1 { layer BIGDOOR1 { } layer FWATER1 { blend add texgen sphere } } shader BLOOD1 BLOOD2 BLOOD3 { layer BLOOD1 { vector 0.1 0.1 offset 0.4 0.0 } layer BLOOD1 { offset 0.1 0.2 vector -0.2 0.2 alpha 0.3333 scale 1.2 1.2 } layer BLOOD1 { alpha 0.3333 offset 0.2 0.1 vector 0.1 -0.2 scale 1.5 1.5 } } 0 Share this post Link to post
timmie Posted September 11, 2003 Ok, I just ditched the "blend" layer parameter in favour of "blendFunc", which is basically a way of specifying your own blending parameters for increased flexibility. "blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA" would give you normal blending while "blendFunc GL_SRC_ALPHA GL_ONE" gives you additive blending. For more information, check out the documentation on the glBlendFunc() OpenGL function: http://tc1.chemie.uni-bielefeld.de/doc/OpenGL/hp/Reference/glBlendFunc.html 0 Share this post Link to post
boris Posted September 11, 2003 timmie said:http://tc1.chemie.uni-bielefeld.de/doc/OpenGL/hp/Reference/glBlendFunc.html Heh my brother studies at that university. 0 Share this post Link to post
Farlowj Posted September 11, 2003 The Doom experience wouldn't be the same without you guys. I'll just copy that code there. Timmie rules! 0 Share this post Link to post
The Doomer Posted September 27, 2003 I notice from that one animated screenshot that the water now has that cool Doom64 style animation. Nice work Timmie. :) 0 Share this post Link to post