Author Topic: Pixel shader effects for FS2_open (DL)  (Read 23277 times)

0 Members and 1 Guest are viewing this topic.

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Pixel shader effects for FS2_open (DL)
Quote
Originally posted by Raa



:lol:


Nope.



Uhm... that's exactly the effect I was aiming for. ;)

No, really....


Here is the fixed first line

{ 0.2056, 0.13455275, 0.05549925, 0.023592 },

I'll work out the missing two lines and add them to the code.

Wait a few minutes. ;)

Edit: Second line.
{ 0.0339855, 0.022268, 0.009174, 0.0038995 },

Almost done.

Edit: Third line
{ 0.0056175 , 0.0036765 , 0.0015165, 0.0006445 },

Adding to code now.
« Last Edit: January 06, 2005, 12:41:09 pm by 1688 »
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline mitac

  • 28
Pixel shader effects for FS2_open (DL)
Well, guys, whatever you're doing - keep it up. ;)
marcet sine adversario virtus.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)
Quote
Originally posted by DaBrain



Uhm... that's exactly the effect I was aiming for. ;)

No, really....


Here is the fixed first line

{ 0.2056, 0.13455275, 0.05549925, 0.023592 },

I'll work out the missing two lines and add them to the code.

Wait a few minutes. ;)

Edit: Second line.
{ 0.0339855, 0.022268, 0.009174, 0.0038995 },

Almost done.


When you get them all done, I'll give it a try.
Freelance Modeler | Amateur Artist

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)
Got them, Trying it now.
Freelance Modeler | Amateur Artist

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Pixel shader effects for FS2_open (DL)
Ok, try it. I doubt it'll work. ;)

If it doesnt't work, there is one thing I might change back.

Code: [Select]
shader samplePixelShader =
"!!ARBfp1.0

TEMP Temp;

TEX result.color, fragment.texcoord[0], texture[0], 2D;

END";

shader gaussianXPixelShader =
"!!ARBfp1.0

PARAM Offset[11]={ program.local[0..10] };

PARAM Weight[2]=
{
{ 0.2056, 0.13455275, 0.05549925, 0.023592 },
{ 0.0339855, 0.022268, 0.009174, 0.0038995 },
{ 0.0056175, 0.0036765, 0.0015165, 0.0006445 }
};

TEMP s0, r0, r1, r2, r3, r4, r5, r6, r7, r8, r9, r10;

ADD r0,  -Offset[10], fragment.texcoord[0];
ADD r1,  -Offset[ 9], fragment.texcoord[0];
ADD r2,  -Offset[ 8], fragment.texcoord[0];
ADD r3,  -Offset[ 7], fragment.texcoord[0];
ADD r4,  -Offset[ 6], fragment.texcoord[0];
ADD r5,  -Offset[ 5], fragment.texcoord[0];
ADD r6,  -Offset[ 4], fragment.texcoord[0];
ADD r7,  -Offset[ 3], fragment.texcoord[0];
ADD r8,  -Offset[ 2], fragment.texcoord[0];
ADD r9,  -Offset[ 1], fragment.texcoord[0];
ADD r10, -Offset[ 0], fragment.texcoord[0];
MOV s0, fragment.texcoord[0];

TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;

TEX s0,  s0,  texture[0], 2D;

MUL s0, s0,  Weight[0].x;
MAD s0, r0,  Weight[2].w, s0;
MAD s0, r1,  Weight[2].z, s0;
MAD s0, r2,  Weight[2].y, s0;
MAD s0, r3,  Weight[2].x, s0;
MAD s0, r4,  Weight[1].w, s0;
MAD s0, r5,  Weight[1].z, s0;
MAD s0, r6,  Weight[1].y, s0;
MAD s0, r7,  Weight[1].x, s0;
MAD s0, r8,  Weight[0].w, s0;
MAD s0, r9,  Weight[0].z, s0;
MAD s0, r10, Weight[0].y, s0;

ADD r0,  Offset[ 0], fragment.texcoord[0];
ADD r1,  Offset[ 1], fragment.texcoord[0];
ADD r2,  Offset[ 2], fragment.texcoord[0];
ADD r3,  Offset[ 3], fragment.texcoord[0];
ADD r4,  Offset[ 4], fragment.texcoord[0];
ADD r5,  Offset[ 5], fragment.texcoord[0];
ADD r6,  Offset[ 6], fragment.texcoord[0];
ADD r7,  Offset[ 7], fragment.texcoord[0];
ADD r8,  Offset[ 8], fragment.texcoord[0];
ADD r9,  Offset[ 9], fragment.texcoord[0];
ADD r10, Offset[10], fragment.texcoord[0];

TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;

MAD s0, r0,  Weight[0].y, s0;
MAD s0, r1,  Weight[0].z, s0;
MAD s0, r2,  Weight[0].w, s0;
MAD s0, r3,  Weight[1].x, s0;
MAD s0, r4,  Weight[1].y, s0;
MAD s0, r5,  Weight[1].z, s0;
MAD s0, r6,  Weight[1].w, s0;
MAD s0, r7,  Weight[2].x, s0;
MAD s0, r8,  Weight[2].y, s0;
MAD s0, r9,  Weight[2].z, s0;
MAD s0, r10, Weight[2].w, s0;

MOV result.color, s0;

END";

shader gaussianYPixelShader =
"!!ARBfp1.0

PARAM Offset[11]={ program.local[0..10] };

PARAM Weight[2]=
{
{ 0.2056, 0.13455275, 0.05549925, 0.023592 },
{ 0.0339855, 0.022268, 0.009174, 0.0038995 },
{ 0.0056175, 0.0036765, 0.0015165, 0.0006445 }
};

TEMP s0, r0, r1, r2, r3, r4, r5, r6, r7, r8, r9, r10;

ADD r0,  -Offset[10], fragment.texcoord[0];
ADD r1,  -Offset[ 9], fragment.texcoord[0];
ADD r2,  -Offset[ 8], fragment.texcoord[0];
ADD r3,  -Offset[ 7], fragment.texcoord[0];
ADD r4,  -Offset[ 6], fragment.texcoord[0];
ADD r5,  -Offset[ 5], fragment.texcoord[0];
ADD r6,  -Offset[ 4], fragment.texcoord[0];
ADD r7,  -Offset[ 3], fragment.texcoord[0];
ADD r8,  -Offset[ 2], fragment.texcoord[0];
ADD r9,  -Offset[ 1], fragment.texcoord[0];
ADD r10, -Offset[ 0], fragment.texcoord[0];
MOV s0, fragment.texcoord[0];

TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;

TEX s0,  s0,  texture[0], 2D;

MUL s0, s0,  Weight[0].x;
MAD s0, r0,  Weight[2].w, s0;
MAD s0, r1,  Weight[2].z, s0;
MAD s0, r2,  Weight[2].y, s0;
MAD s0, r3,  Weight[2].x, s0;
MAD s0, r4,  Weight[1].w, s0;
MAD s0, r5,  Weight[1].z, s0;
MAD s0, r6,  Weight[1].y, s0;
MAD s0, r7,  Weight[1].x, s0;
MAD s0, r8,  Weight[0].w, s0;
MAD s0, r9,  Weight[0].z, s0;
MAD s0, r10, Weight[0].y, s0;

ADD r0,  Offset[ 0], fragment.texcoord[0];
ADD r1,  Offset[ 1], fragment.texcoord[0];
ADD r2,  Offset[ 2], fragment.texcoord[0];
ADD r3,  Offset[ 3], fragment.texcoord[0];
ADD r4,  Offset[ 4], fragment.texcoord[0];
ADD r5,  Offset[ 5], fragment.texcoord[0];
ADD r6,  Offset[ 6], fragment.texcoord[0];
ADD r7,  Offset[ 7], fragment.texcoord[0];
ADD r8,  Offset[ 8], fragment.texcoord[0];
ADD r9,  Offset[ 9], fragment.texcoord[0];
ADD r10, Offset[10], fragment.texcoord[0];

TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;

MAD s0, r0,  Weight[0].y, s0;
MAD s0, r1,  Weight[0].z, s0;
MAD s0, r2,  Weight[0].w, s0;
MAD s0, r3,  Weight[1].x, s0;
MAD s0, r4,  Weight[1].y, s0;
MAD s0, r5,  Weight[1].z, s0;
MAD s0, r6,  Weight[1].w, s0;
MAD s0, r7,  Weight[2].x, s0;
MAD s0, r8,  Weight[2].y, s0;
MAD s0, r9,  Weight[2].z, s0;
MAD s0, r10, Weight[2].w, s0;

MOV result.color, s0;

END";

shader outputPixelShader =
"!!ARBfp1.0

TEMP back, blur;

TEX blur, fragment.texcoord[0], texture[0], 2D;
TEX back, fragment.texcoord[0], texture[1], 2D;

ADD blur, blur, blur;
ADD result.color, back, blur;

END";

surface blur0 = allocsurf(width/4, height/4);
surface blur1 = allocsurf(width/4, height/4);

gaussianXPixelShader.constant[ 0] = { (4.0*ds_dx)* 1.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 1] = { (4.0*ds_dx)* 3.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 2] = { (4.0*ds_dx)* 5.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 3] = { (4.0*ds_dx)* 7.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 4] = { (4.0*ds_dx)* 9.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 5] = { (4.0*ds_dx)*11.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 6] = { (4.0*ds_dx)*13.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 7] = { (4.0*ds_dx)*15.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 8] = { (4.0*ds_dx)*17.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 9] = { (4.0*ds_dx)*19.45, 0, 0, 0 };
gaussianXPixelShader.constant[10] = { (4.0*ds_dx)*21.45, 0, 0, 0 };

gaussianYPixelShader.constant[ 0] = { 0, (4.0*dt_dy)* 1.45, 0, 0 };
gaussianYPixelShader.constant[ 1] = { 0, (4.0*dt_dy)* 3.45, 0, 0 };
gaussianYPixelShader.constant[ 2] = { 0, (4.0*dt_dy)* 5.45, 0, 0 };
gaussianYPixelShader.constant[ 3] = { 0, (4.0*dt_dy)* 7.45, 0, 0 };
gaussianYPixelShader.constant[ 4] = { 0, (4.0*dt_dy)* 9.45, 0, 0 };
gaussianYPixelShader.constant[ 5] = { 0, (4.0*dt_dy)*11.45, 0, 0 };
gaussianYPixelShader.constant[ 6] = { 0, (4.0*dt_dy)*13.45, 0, 0 };
gaussianYPixelShader.constant[ 7] = { 0, (4.0*dt_dy)*15.45, 0, 0 };
gaussianYPixelShader.constant[ 8] = { 0, (4.0*dt_dy)*17.45, 0, 0 };
gaussianYPixelShader.constant[ 9] = { 0, (4.0*dt_dy)*19.45, 0, 0 };
gaussianYPixelShader.constant[10] = { 0, (4.0*dt_dy)*21.45, 0, 0 };

texture[0].magfilter = "linear";

texture[0].source = backbuffer;
destination blur0;
apply samplePixelShader;

texture[0].source = blur0;
destination blur1;
apply gaussianXPixelShader;

texture[0].source = blur1;
destination blur0;
apply gaussianYPixelShader;

texture[0].source =  blur0;
texture[1].source =  backbuffer;
destination backbuffer;
apply outputPixelShader;

--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)
It worked, but it wasn't as pronounced... I'll have screenies in a second.
Freelance Modeler | Amateur Artist

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)




Freelance Modeler | Amateur Artist

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Pixel shader effects for FS2_open (DL)
I got a problem with those HDRish, when i launched Fs2 with the latest Fs2_open in openGL mode, i got a messing White Screen when i have to choose my pilot profile.

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Pixel shader effects for FS2_open (DL)
The first shot looks really awesome. :yes:


If you're still not tired of testing shaders try this one.

Code: [Select]
shader samplePixelShader =
"!!ARBfp1.0

TEMP Temp;

TEX result.color, fragment.texcoord[0], texture[0], 2D;

END";

shader gaussianXPixelShader =
"!!ARBfp1.0

PARAM Offset[11]={ program.local[0..10] };

PARAM Weight[3]=
{
{ 0.2056, 0.13455275, 0.05549925, 0.023592 },
{ 0.0339855, 0.022268, 0.009174, 0.0038995 },
{ 0.0056175, 0.0036765, 0.0015165, 0.0006445 }
};

TEMP s0, r0, r1, r2, r3, r4, r5, r6, r7, r8, r9, r10;

ADD r0,  -Offset[10], fragment.texcoord[0];
ADD r1,  -Offset[ 9], fragment.texcoord[0];
ADD r2,  -Offset[ 8], fragment.texcoord[0];
ADD r3,  -Offset[ 7], fragment.texcoord[0];
ADD r4,  -Offset[ 6], fragment.texcoord[0];
ADD r5,  -Offset[ 5], fragment.texcoord[0];
ADD r6,  -Offset[ 4], fragment.texcoord[0];
ADD r7,  -Offset[ 3], fragment.texcoord[0];
ADD r8,  -Offset[ 2], fragment.texcoord[0];
ADD r9,  -Offset[ 1], fragment.texcoord[0];
ADD r10, -Offset[ 0], fragment.texcoord[0];
MOV s0, fragment.texcoord[0];

TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;

TEX s0,  s0,  texture[0], 2D;

MUL s0, s0,  Weight[0].x;
MAD s0, r0,  Weight[1].w, s0;
MAD s0, r1,  Weight[1].z, s0;
MAD s0, r2,  Weight[1].y, s0;
MAD s0, r3,  Weight[1].x, s0;
MAD s0, r4,  Weight[0].w, s0;
MAD s0, r5,  Weight[0].z, s0;
MAD s0, r6,  Weight[0].y, s0;
MAD s0, r7,  Weight[0].x, s0;
MAD s0, r8,  Weight[0].w, s0;
MAD s0, r9,  Weight[0].z, s0;
MAD s0, r10, Weight[0].y, s0;

ADD r0,  Offset[ 0], fragment.texcoord[0];
ADD r1,  Offset[ 1], fragment.texcoord[0];
ADD r2,  Offset[ 2], fragment.texcoord[0];
ADD r3,  Offset[ 3], fragment.texcoord[0];
ADD r4,  Offset[ 4], fragment.texcoord[0];
ADD r5,  Offset[ 5], fragment.texcoord[0];
ADD r6,  Offset[ 6], fragment.texcoord[0];
ADD r7,  Offset[ 7], fragment.texcoord[0];
ADD r8,  Offset[ 8], fragment.texcoord[0];
ADD r9,  Offset[ 9], fragment.texcoord[0];
ADD r10, Offset[10], fragment.texcoord[0];

TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;

MAD s0, r0,  Weight[0].y, s0;
MAD s0, r1,  Weight[0].z, s0;
MAD s0, r2,  Weight[0].w, s0;
MAD s0, r3,  Weight[0].x, s0;
MAD s0, r4,  Weight[0].y, s0;
MAD s0, r5,  Weight[0].z, s0;
MAD s0, r6,  Weight[0].w, s0;
MAD s0, r7,  Weight[1].x, s0;
MAD s0, r8,  Weight[1].y, s0;
MAD s0, r9,  Weight[1].z, s0;
MAD s0, r10, Weight[1].w, s0;

MOV result.color, s0;

END";

shader gaussianYPixelShader =
"!!ARBfp1.0

PARAM Offset[11]={ program.local[0..10] };

PARAM Weight[3]=
{
{ 0.2056, 0.13455275, 0.05549925, 0.023592 },
{ 0.0339855, 0.022268, 0.009174, 0.0038995 },
{ 0.0056175, 0.0036765, 0.0015165, 0.0006445 }
};

TEMP s0, r0, r1, r2, r3, r4, r5, r6, r7, r8, r9, r10;

ADD r0,  -Offset[10], fragment.texcoord[0];
ADD r1,  -Offset[ 9], fragment.texcoord[0];
ADD r2,  -Offset[ 8], fragment.texcoord[0];
ADD r3,  -Offset[ 7], fragment.texcoord[0];
ADD r4,  -Offset[ 6], fragment.texcoord[0];
ADD r5,  -Offset[ 5], fragment.texcoord[0];
ADD r6,  -Offset[ 4], fragment.texcoord[0];
ADD r7,  -Offset[ 3], fragment.texcoord[0];
ADD r8,  -Offset[ 2], fragment.texcoord[0];
ADD r9,  -Offset[ 1], fragment.texcoord[0];
ADD r10, -Offset[ 0], fragment.texcoord[0];
MOV s0, fragment.texcoord[0];

TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;

TEX s0,  s0,  texture[0], 2D;

MUL s0, s0,  Weight[0].x;
MAD s0, r0,  Weight[1].w, s0;
MAD s0, r1,  Weight[1].z, s0;
MAD s0, r2,  Weight[1].y, s0;
MAD s0, r3,  Weight[1].x, s0;
MAD s0, r4,  Weight[0].w, s0;
MAD s0, r5,  Weight[0].z, s0;
MAD s0, r6,  Weight[0].y, s0;
MAD s0, r7,  Weight[0].x, s0;
MAD s0, r8,  Weight[0].w, s0;
MAD s0, r9,  Weight[0].z, s0;
MAD s0, r10, Weight[0].y, s0;

ADD r0,  Offset[ 0], fragment.texcoord[0];
ADD r1,  Offset[ 1], fragment.texcoord[0];
ADD r2,  Offset[ 2], fragment.texcoord[0];
ADD r3,  Offset[ 3], fragment.texcoord[0];
ADD r4,  Offset[ 4], fragment.texcoord[0];
ADD r5,  Offset[ 5], fragment.texcoord[0];
ADD r6,  Offset[ 6], fragment.texcoord[0];
ADD r7,  Offset[ 7], fragment.texcoord[0];
ADD r8,  Offset[ 8], fragment.texcoord[0];
ADD r9,  Offset[ 9], fragment.texcoord[0];
ADD r10, Offset[10], fragment.texcoord[0];

TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;

MAD s0, r0,  Weight[0].y, s0;
MAD s0, r1,  Weight[0].z, s0;
MAD s0, r2,  Weight[0].w, s0;
MAD s0, r3,  Weight[0].x, s0;
MAD s0, r4,  Weight[0].y, s0;
MAD s0, r5,  Weight[0].z, s0;
MAD s0, r6,  Weight[0].w, s0;
MAD s0, r7,  Weight[1].x, s0;
MAD s0, r8,  Weight[1].y, s0;
MAD s0, r9,  Weight[1].z, s0;
MAD s0, r10, Weight[1].w, s0;

MOV result.color, s0;

END";

shader outputPixelShader =
"!!ARBfp1.0

TEMP back, blur;

TEX blur, fragment.texcoord[0], texture[0], 2D;
TEX back, fragment.texcoord[0], texture[1], 2D;

ADD blur, blur, blur;
ADD result.color, back, blur;

END";

surface blur0 = allocsurf(width/4, height/4);
surface blur1 = allocsurf(width/4, height/4);

gaussianXPixelShader.constant[ 0] = { (4.0*ds_dx)* 1.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 1] = { (4.0*ds_dx)* 3.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 2] = { (4.0*ds_dx)* 5.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 3] = { (4.0*ds_dx)* 7.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 4] = { (4.0*ds_dx)* 9.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 5] = { (4.0*ds_dx)*11.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 6] = { (4.0*ds_dx)*13.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 7] = { (4.0*ds_dx)*15.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 8] = { (4.0*ds_dx)*17.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 9] = { (4.0*ds_dx)*19.45, 0, 0, 0 };
gaussianXPixelShader.constant[10] = { (4.0*ds_dx)*21.45, 0, 0, 0 };

gaussianYPixelShader.constant[ 0] = { 0, (4.0*dt_dy)* 1.45, 0, 0 };
gaussianYPixelShader.constant[ 1] = { 0, (4.0*dt_dy)* 3.45, 0, 0 };
gaussianYPixelShader.constant[ 2] = { 0, (4.0*dt_dy)* 5.45, 0, 0 };
gaussianYPixelShader.constant[ 3] = { 0, (4.0*dt_dy)* 7.45, 0, 0 };
gaussianYPixelShader.constant[ 4] = { 0, (4.0*dt_dy)* 9.45, 0, 0 };
gaussianYPixelShader.constant[ 5] = { 0, (4.0*dt_dy)*11.45, 0, 0 };
gaussianYPixelShader.constant[ 6] = { 0, (4.0*dt_dy)*13.45, 0, 0 };
gaussianYPixelShader.constant[ 7] = { 0, (4.0*dt_dy)*15.45, 0, 0 };
gaussianYPixelShader.constant[ 8] = { 0, (4.0*dt_dy)*17.45, 0, 0 };
gaussianYPixelShader.constant[ 9] = { 0, (4.0*dt_dy)*19.45, 0, 0 };
gaussianYPixelShader.constant[10] = { 0, (4.0*dt_dy)*21.45, 0, 0 };

texture[0].magfilter = "linear";

texture[0].source = backbuffer;
destination blur0;
apply samplePixelShader;

texture[0].source = blur0;
destination blur1;
apply gaussianXPixelShader;

texture[0].source = blur1;
destination blur0;
apply gaussianYPixelShader;

texture[0].source =  blur0;
texture[1].source =  backbuffer;
destination backbuffer;
apply outputPixelShader;



This should be more what you wanted.
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)
ATi Card? Or nVidia?

Also, it may be your cats (if you're ATi). Someone on that board said there was a memory leak for user made pss files in the later cats.

Either way, if I get a decent looking setup, I'll put a little zip together for others to try easily.
Freelance Modeler | Amateur Artist

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)
Sorry, DaB.. that's a no-go.
Freelance Modeler | Amateur Artist

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Pixel shader effects for FS2_open (DL)
Quote
Originally posted by MetalDestroyer
I got a problem with those HDRish, when i launched Fs2 with the latest Fs2_open in openGL mode, i got a messing White Screen when i have to choose my pilot profile.


Try a newer Catalyst. This stuff should work without problems.


@Raa I've noticed the white squares around the thrusters on your pics. Is this caused by the PS effect?


Edit:
@Raa Didn't see that comming... strange. It was supposed to reduce the intensity.
Looks like I need some practice on that.

But the one before is slightly better than the original I think.
« Last Edit: January 06, 2005, 01:11:19 pm by 1688 »
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)
I don't know. I suspect not. But I rarely use OGL. DX looks better, still, for me. I think it's the build I'm using? I dunno.

Edit: No, it's an OGL thing for me... I played without the PS and still had it.
« Last Edit: January 06, 2005, 01:12:21 pm by 273 »
Freelance Modeler | Amateur Artist

 

Offline mitac

  • 28
Pixel shader effects for FS2_open (DL)
It's the drivers, Raa. With newer catalysts you wouldn't have those boxes with OpenGL.

As for the PS : I tried the previous settings, but it didn't make a notable difference for me.
« Last Edit: January 06, 2005, 01:15:40 pm by 1928 »
marcet sine adversario virtus.

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Pixel shader effects for FS2_open (DL)
Yep i'm an ATI user (9800 pro inside), and i 've the Cat 4.11. Do you think i 've to d/l the psseffect.zip too ?
I've just d/l pssControl2.zip and the entries.zip.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)
Quote
Originally posted by mitac
It's the drivers, Raa. With newer catalysts you wouldn't have those boxes with OpenGL.

As for the PS : I tried the previous settings, but it didn't make a notable difference for me.


I'm not upgrading my cats... I don't use OGL enough to warrant losing spec in DX. :p
Freelance Modeler | Amateur Artist

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Pixel shader effects for FS2_open (DL)
I don't know why, but it seems the whole .pss files are a pure mess into my comp.
If i copy/past the configuration from Dabrain, it work perfectly. :/

 

Offline mitac

  • 28
Pixel shader effects for FS2_open (DL)
Well, I got spec in OpenGL. :p
marcet sine adversario virtus.

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
Pixel shader effects for FS2_open (DL)
Just wait. I'll try something else soon. ;)
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Pixel shader effects for FS2_open (DL)
I'm'a waitin'...
Freelance Modeler | Amateur Artist