BadMasterUA Posted March 26, 2014 Share Posted March 26, 2014 Good evening, please share information how to write shaders for this engine? Quote Link to comment Share on other sites More sharing options...
DudeAwesome Posted March 26, 2014 Share Posted March 26, 2014 You can create new shaders in the editor. Just leftclick in one folder and select new shader (like creating new script or material) Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
BadMasterUA Posted March 26, 2014 Author Share Posted March 26, 2014 Well I know that I'm interested in the language of writing Quote Link to comment Share on other sites More sharing options...
DudeAwesome Posted March 26, 2014 Share Posted March 26, 2014 I asked the same some month ago and it seems like there are not so many shader devs here. The best Solution for me were some tutorials from the net and reading the code from the included shaders. Shadmar and klepto are some of the Gurus here also rastar with bis tesselation shader. Check Out bis blog. I would also like to See some More Advanced shader discussions Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
BadMasterUA Posted March 26, 2014 Author Share Posted March 26, 2014 and if you look at the information network what exactly to look for? Writing shaders for opengl4 Quote Link to comment Share on other sites More sharing options...
shadmar Posted March 26, 2014 Share Posted March 26, 2014 There no fastpath, I started using HLSL (microsoft way) in forward rendering in 2010, just messing around modding shaders. Shaders rely heavily on engine inputs, like specific matrices and attributes. Alltho HLSL and GLSL are somewhat similar (syntax vary abit, float3 in hlsl is vec3 in glsl, saturate in hlsl is clamp in glsl, lerp is mix , hlsl uses mul while glsl just use * ..and so on..) Vertex shaders are computed per vertex while fragment shader are per pixel. I'd think learning forward rendering first would be better since you get a understanding of how lightning works. Leadwerks 3.0 is a forward renderer (start here) or use opengl, Leadwerks 2.X and 3.1 are deferred (where all lighting is done for you in a prepass) Sorry not very helpful, but it is what it is.. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 26, 2014 Share Posted March 26, 2014 Some information on exposed uniforms: http://www.leadwerks.com/werkspace/topic/8203-internal-shader-uniforms/ I'd think learning forward rendering first would be better since you get a understanding of how lightning works. http://en.wikipedia.org/wiki/Lightning Quote Link to comment Share on other sites More sharing options...
shadmar Posted March 26, 2014 Share Posted March 26, 2014 Cubemap reflection tutorial (mod style).. http://www.leadwerks.com/werkspace/topic/9185-missing-reflection-shader/#entry69734 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
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