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Shaders (or best way to implement an effect)


gamedev123
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I did some searching around the forums and saw some nice shaders on display. I'm wondering, for the next 12 months, what the opengl capabilities of Leadwerks will be, and is there a resource for visually designing shaders, that works with the current version of Leadwerks?

 

(e.g., http://www.vis.uni-stuttgart.de/glsldevil/) (http://wwwshadertoy.com)

 

...and is there a shader resource for copy/paste/modifing shaders?

 

 

The project I'm planning for Leadwerks uses very bright, primary colors and very few game tokens. Think Bejeweled...

 

I'm hoping I can embue the flat, rectangular surfaces of these game tokens with a gemlike sense, additionally a sense that they have gemlike interiors with faux refraction. I'd imagine multi-texturing could solve the problem. Perhaps multiple layers of textures.

 

However I wonder if a shader is a better solution. Optimally I'd be hoping for something like a cube carved out of sample A, then colorized red, blue, green, etc. Failing that I'd go for B. Or perhaps C or D if their refraction/highlights were reactive to viewer position/angle.

 

A http://www.shutterstock.com/pic-74820046/stock-photo-diamond-stone-on-black-space-beautiful-sparkling-diamond-on-a-light-reflective-surface-high.html?src=DhbbyzqIyRKwzlsn6tocVg-1-26

 

B http://www.shutterstock.com/pic-109026758/stock-photo-diamond-jewel-on-white-background.html?src=p-74820046-3

 

C http://www.shutterstock.com/pic-73481383/stock-vector-diamond-realistic-vector-illustration.html?src=p-74820046-4

 

D http://www.shutterstock.com/pic-130969427/stock-vector-vector-abstract-polygonal-background.html?src=DhbbyzqIyRKwzlsn6tocVg-1-2

 

 

Again, the game uses very few tokens, so the bang for the buck on getting these super-juicy looking would be worth it.

 

As always, ANY ADVICE is helpful.

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Shadertoy shaders works almost as is in current Leadwerks 3.0, but you just need to rename iChannel0 to texture0, iTime to currenttime etc..

However shadertoy is mostly built for showoff and uses fullscreen texture coordinates.

 

Here is a shot of the moving clouds from shadertoy in a LE3 scene :

 

shadertoy.jpg

 

There is no visual designer, but there is a glsl editor and a material editor.

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