Volumetric Lighting Filter [WIP]

@FrozenShade if you were able to run it on JME 3.1+ can you please let me know ?

I’m using 3.0, never moved to 3.1 because of the changes made to shadows (buckets, queuecontent and so on). My deferred shading works as a one big processor and uses the shadow mechanics from JME 3.0.

I got it working in 3.1 pretty quickly, which I suppose is fair since I did write it. I will upload an updated source package later this afternoon :hotsprings::golfer:

3 Likes

Thanks :grinning:

I uploaded a version that is working for me … so it may be arse, not sure sorry, it’s been a long while since I released anything. I will be around to troubleshoot any issues. :taco::toilet:

3 Likes

Thanks so much man. :heart:
It works fine. That’s awesome.

However on linux i got this error when running

Uncaught exception thrown in Thread[jME3 Main,5,main]
RendererException: compile error in: ShaderSource[name=Shaders/VolumetricLight.vert, defines, type=Vertex, language=GLSL100]
0:13(14): error: `gl_ModelViewMatrixInverse' redeclared

I commented line //uniform mat4 gl_ModelViewMatrixInverse; in vertex shader and it works OK now.

1 Like

Hm… I’m also using linux (ubuntu 16.04) and it didn’t give me any errors :S. Anyway, thanks for this sharing! (I’m not sure were to use it but I’ll find a place for sure xP)

It is possibly because of my Graphic card or driver. (AMD HD6370M card using open source mesa deriver 13.1.0).
My life is in pain because of AMD and Mesa and i am lazy enough to install Ubuntu 15 with fglrx which possibly will bring more pain :chimpanzee_mad:

The error is not wrong though… gl_ModelViewMatrixInverse is actually redeclared because it is a GLSL built-in.