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Showing results for tags 'shaders'.
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How about adapting the current shading system to the latest standards, as seen in Unreal Engine 4 and that kind of engines? Physically Based Rendering PBR opens the way to far more possibilities for reflection and lighting. As you can see above the way material reflects is dependent on his surroundings. Also it is possible to materials really look different, especially metals. (Thanks to o.a. Freshnel) More info and images: https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice This energy conservation is explained briefly here: http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/ It is about the fact that the total of reflected light can not be more than the incoming light. More in-depth readings: http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/ http://digibug.ugr.es/bitstream/10481/19751/1/rmontes_LSI-2012-001TR.pdf
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I noticed that the HQDOF shader is not working correctly: ERROR: Failed to compile shader 'shaders/glsl/hqdof.fs': 0(69) : warning C7583: Initialization of uniform variables requires #version 120 or later 0(122) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(225) : warning C7011: implicit cast from "int" to "float" 0(231) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(275) : warning C7011: implicit cast from "int" to "float" 0(276) : warning C7011: implicit cast from "int" to "float" 0(278) : warning C7011: implicit cast from "int" to "float" 0(279) : warning C7011: implicit cast from "int" to "float" 0(291) : warning C7011: implicit cast fr...I'm running the latest NVidia drivers on both a GeForce 610M and a GTS450. (Windows 8 and Windows XP in sequence) Does someone have any thoughts on this? Adding #version 120 to the file gives another bunch of errors.