Ahah! Awesome! Wonder if I could get some torches with that… Like 40 of them! MOAR FIYA!
You know though, is there going to be any j3o’s included with jME for effects like this? Because I study the way a lot of games do their effects and it usually is some variation or combination of some very simple geometries + awesome shaders/textures like this. Seems like there would be a lot of applications for the one @mifth has presented here.
Or maybe he already submitted it in the build. RIDUNNO!
@mifth: i really like this shader but i have a few questions. Is there anything special in the mesh you use? I am asking because anytime i don’t use your default mesh the shader draws nothing at all. I only get a blank mesh. If i change the code back to your model everything is fine again.
A very cool shader and definitely a GPU saving one. - Looking at the shader, do you move the particles.png as a filter over a static mask.png in high speed? Perhaps its possible to modify the images a bit and move it more slowly and you can also use it for simple torch fires. That would be cool.
I see the mesh is a simple billboard fan which could also be very useful for anglebased billboards.
I wish I had more knowledge but conceptually I know it would be possible to have a shader that took a texture mesh and spread it out a similar fan and faded each quad in and out depending on the angle to the camera. This way it would be possible to have e.g. a tree billboard that shows different pre-rendered versions. I think they have something like that in Wolfire.
FakeParticleBlow seems to have a problem with the fog. The mask texture is not apply when you set fogColor. Set fogColor to red and the move the camera away from the particle object and you will see the problem, all the plane is colored. The issue is happen on my pc at least. Can you check please?
I will try to research more about this tomorrow.
Also, can you check if skybox fog is working on your pc? Do you have a testcase for skyfog on FakeParticleBlow?
P.S: I will try to test blow effect on FakeParticleBlow shader tomorrow too.
FakeParticleBlow seems to have a problem with the fog. The mask texture is not apply when you set fogColor. Set fogColor to red and the move the camera away from the particle object and you will see the problem, all the plane is colored. The issue is happen on my pc at least. Can you check please?
I will try to research more about this tomorrow.
Also, can you check if skybox fog is working on your pc? Do you have a testcase for skyfog on FakeParticleBlow?
P.S: I will try to test blow effect on FakeParticleBlow shader tomorrow too.
Ok, i fixed fog in the java code.
You will need to set fog to black. As there is additive material. :)
There is an error on FakeParticleBlow.vert:
ERROR: 0:52: error(#143) Undeclared identifier pos
ERROR: 0:52: error(#224) Illegal length of matrix field selection xyz
WARNING: 0:52: warning(#402) Implicit truncation of vector from size 1 to size 3.
There is an error on FakeParticleBlow.vert:
ERROR: 0:52: error(#143) Undeclared identifier pos
ERROR: 0:52: error(#224) Illegal length of matrix field selection xyz
WARNING: 0:52: warning(#402) Implicit truncation of vector from size 1 to size 3.
Take a look when you have time please
Update: This error happens when I use SkyFog
Can you send entire log?
There should be lines with the vert shader (143 line).
There is an error on FakeParticleBlow.vert:
ERROR: 0:52: error(#143) Undeclared identifier pos
ERROR: 0:52: error(#224) Illegal length of matrix field selection xyz
WARNING: 0:52: warning(#402) Implicit truncation of vector from size 1 to size 3.
I would like to change the animation. I want to create a clockwise animation around the card. And add glow and bright to it. I don’t have a background about shaders, can you help me to understand .frag and .vert, and what else I need to study to change these modifications.
I would like to change the animation. I want to create a clockwise animation around the card. And add glow and bright to it. I don’t have a background about shaders, can you help me to understand .frag and .vert, and what else I need to study to change these modifications.
Thanks for all help
Tati
Sorry, you certainly need to dig into shaders. I guess it should be changed in a vertex shader.