Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Cmdr Blair on March 24, 2008, 12:49:55 pm

Title: GLSL Shader how to use
Post by: Cmdr Blair on March 24, 2008, 12:49:55 pm
hi

i read in an thread that there is GLSL shader support in 3.6.10
how can i use the support ? I mean how can i use glsl shader in game if i write shaders
do i have to write some entry in tbl or what ?
i read in wiki for devs but i cant find anything only one thread and thats it.
i think some other people who dont read every thread dont know this feature if it is real.
can i create partikles with shaders like fire or nebulas so on ?

thx much for information
Title: Re: GLSL Shader how to use
Post by: Talon 1024 on March 24, 2008, 04:15:49 pm
I believe taylor said a while back that shaders can be implemented into the game by placing them in the data/effects/ directory.  I'm not sure if it really does work, since I tried putting blackhole's motion blur shader in that folder and it made no difference.

(Even I'm wondering how to implement shaders :nervous: )
Title: Re: GLSL Shader how to use
Post by: DaBrain on March 24, 2008, 06:01:34 pm
I think the names for the shader are hardcoded. Well, actually they have to be, because we don't have a material system atm.
So the engine looks at the included maps for a model (i.e. x, x-shine, x-glow) and uses the 'diffuse, specular, env, glow' shader.

You can open this file to get the file names:
http://icculus.org/~taylor/fso/misc/sdr1119.rar

Keep in mind that you will probably have to replace all shaders.

If you replace the 'diff, spec, normal' shader and a player disables normal mapping, the game will use another shader(!)