A new release - Printable Version +- Wings 3D Development Forum (https://www.wings3d.com/forum) +-- Forum: Wings 3D (https://www.wings3d.com/forum/forumdisplay.php?fid=1) +--- Forum: Design & Development (https://www.wings3d.com/forum/forumdisplay.php?fid=6) +--- Thread: A new release (/showthread.php?tid=667) |
RE: A new release - rattle - 06-18-2014 I figured that much after porting the shader to be GLSL 4.2+ compliant to remap the texture units using the layout keyword. I've found the diffuse, normal and environment map. I have some understanding of coding.. maybe I'll take a look when I've got some spare time. Would be neat to have a realtime preview in Wings too RE: A new release - dgud - 06-19-2014 I would prefer if you modified the default shader, which I used for bump maps. The current way the shaders work are an ugly hack and should be rewritten, sigh.. But in the mean time I would like a "uber shader" that handles everything possible, like I did with normal maps. But I GLSL 4.2+ is a little high for our users... more like GLSL 1.0 :-( But maybe we should change that.. RE: A new release - Nova - 06-19-2014 Would porting it to 4.2+ make wings require 4.2 compliant hardware across the board? or only for using "advanced" shader features? 4.2 is almost 3 years old, and while many probably still have hardware older than that, it'll only decrease over time. RE: A new release - Arg Arg - 06-20-2014 @Nova when you choose HELP / OpenGL Info ...you can see it is possible to check what the user is using. ...another option is to let the user choose what is supported from the hardware so, it is possible to program a support for some target hardware at the same time (support for old and new) RE: A new release - rattle - 06-22-2014 hemilight.vs Code: // $Id$ hemilight.fs Code: // $Id$ Okay, I've changed your shader so it takes specularity into account, which can be controlled by the shininess material property and spec color. In the fragment shader change LIGHT_COUNT to 1 or 2, it uses either one or two hardcoded lights. Somehow gl_FrontLightProduct[].ambient always appears as black... gl_FrontLightModelProduct.sceneColor has the ambient/emissive color in it though, so it should be fine as viewport shader. RE: A new release - Nova - 06-26-2014 That looks really neat! RE: A new release - Epowerplus13 - 07-29-2014 I have learned a lot from there information !! RE: A new release - joysonriad - 01-29-2015 That's really looking great. RE: A new release - royal52 - 01-31-2015 very nice RE: A new release - imbrecostel - 08-06-2015 undefined |