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  1. #16
    supercarz1991's Avatar
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    Quote Originally Posted by Drigien View Post
    People still pester me to release one though.
    hey, if you even do a tutorial on basic FX (like just show a super basic but cool effect) it might motivate some to learn more

    it motivated me after you first showed fx coding a few months back, i've learned a lil bit, but since my video card wont play the fx files for some reason...i have no way to test :/

    commando: You're probably the best non-coder coder I know LOL


  2. #17
    Drigien's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    hey, if you even do a tutorial on basic FX (like just show a super basic but cool effect) it might motivate some to learn more

    it motivated me after you first showed fx coding a few months back, i've learned a lil bit, but since my video card wont play the fx files for some reason...i have no way to test :/
    They are all simple... but I guess this one would probably the easiest to understand and still have people make their own effect:

    [Watch in at least 720 Full screen]
    [YOUTUBE]Vd7vZJ7QWW0[/YOUTUBE]

  3. #18
    supercarz1991's Avatar
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    now thats deffintely pretty cool lol. i should send you mine so you can test if they work (since for some reason they all fail and i just get a black screen >.<)

    hell you could probably tell from lookin at em if they would work XD

    you know what...here lol i always was a fan of the "negative" effect

    Code:
    //
    // Fullscreen inverse color
    //
    
    //-----------------------------------------------------------------------------
    // Effect File Variables
    //-----------------------------------------------------------------------------
    float4x4 worldMatrix;
    float4x4 viewProjMatrix;
    texture g_txSrcTexture; // This texture will be loaded by the application
    float4 cColor = {1.0f,1.0f,1.0f,1.0f};
    
    sampler Sampler = sampler_state
    {
        Texture   = (g_txSrcTexture);
        MipFilter = POINT;
        MinFilter = POINT;
        MagFilter = POINT;
    };
    
    //-----------------------------------------------------------------------------
    // Vertex Definitions
    //-----------------------------------------------------------------------------
    
    struct VS_INPUT
    {
    	float4 position	: POSITION;
    	float4 color	: COLOR0;
    	float2 texture0	: TEXCOORD0;
    };
    
    struct VS_OUTPUT
    {
    	float4 position	: POSITION;
    	float4 color	: COLOR;
    	float2 texture0	: TEXCOORD0;
    };
    
    struct PS_OUTPUT
    {
    	float4 color : COLOR;
    };
    
    //-----------------------------------------------------------------------------
    // Vertex Shader
    //-----------------------------------------------------------------------------
    // Not really needed by this effect. Added as example.
    VS_OUTPUT VS( VS_INPUT IN )
    {
        VS_OUTPUT OUT;
    
        	float4 newPos = mul(worldMatrix, IN.position);
    	newPos = mul( viewProjMatrix, newPos);
    
    	OUT.position = newPos;
    	OU*****lor = float4( 1.0, 1.0, 1.0, 1.0 );
    	OUT.texture0 = IN.texture0;
    
    	return OUT;
    }
    
    //-----------------------------------------------------------------------------
    // Pixel Shader
    //-----------------------------------------------------------------------------
    
    PS_OUTPUT PS( VS_OUTPUT IN )
    {
        PS_OUTPUT OUT;
    	
    	// Sampled texture color
    	float4 actColor = (tex2D( Sampler, IN.texture0 ) * IN.color);
    
    	OU*****lor = cColor - actColor;
    	
        return OUT;
    }
    
    //-----------------------------------------------------------------------------
    // Main
    //-----------------------------------------------------------------------------
    
    technique ProcessScreen
    {
        pass p0
        {
    	VertexShader  = compile vs_1_1 VS();
    	PixelShader  = compile ps_1_1 PS();
        }
    }
    
    technique Fallback
    {
        pass p0
        { 
        }
    }
    i had a lot of help with it (thanks to the nolf source and a friend of mine) but this was the first 1 i made myself (again with help of a friend editing and fixing my mistakes) if ya want it, take it

    commando: You're probably the best non-coder coder I know LOL


  4. #19
    Drigien's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    now thats deffintely pretty cool lol. i should send you mine so you can test if they work (since for some reason they all fail and i just get a black screen >.<)

    hell you could probably tell from lookin at em if they would work XD

    you know what...here lol i always was a fan of the "negative" effect

    Code:
    //
    // Fullscreen inverse color
    //
    
    //-----------------------------------------------------------------------------
    // Effect File Variables
    //-----------------------------------------------------------------------------
    float4x4 worldMatrix;
    float4x4 viewProjMatrix;
    texture g_txSrcTexture; // This texture will be loaded by the application
    float4 cColor = {1.0f,1.0f,1.0f,1.0f};
    
    sampler Sampler = sampler_state
    {
        Texture   = (g_txSrcTexture);
        MipFilter = POINT;
        MinFilter = POINT;
        MagFilter = POINT;
    };
    
    //-----------------------------------------------------------------------------
    // Vertex Definitions
    //-----------------------------------------------------------------------------
    
    struct VS_INPUT
    {
    	float4 position	: POSITION;
    	float4 color	: COLOR0;
    	float2 texture0	: TEXCOORD0;
    };
    
    struct VS_OUTPUT
    {
    	float4 position	: POSITION;
    	float4 color	: COLOR;
    	float2 texture0	: TEXCOORD0;
    };
    
    struct PS_OUTPUT
    {
    	float4 color : COLOR;
    };
    
    //-----------------------------------------------------------------------------
    // Vertex Shader
    //-----------------------------------------------------------------------------
    // Not really needed by this effect. Added as example.
    VS_OUTPUT VS( VS_INPUT IN )
    {
        VS_OUTPUT OUT;
    
        	float4 newPos = mul(worldMatrix, IN.position);
    	newPos = mul( viewProjMatrix, newPos);
    
    	OUT.position = newPos;
    	OU*****lor = float4( 1.0, 1.0, 1.0, 1.0 );
    	OUT.texture0 = IN.texture0;
    
    	return OUT;
    }
    
    //-----------------------------------------------------------------------------
    // Pixel Shader
    //-----------------------------------------------------------------------------
    
    PS_OUTPUT PS( VS_OUTPUT IN )
    {
        PS_OUTPUT OUT;
    	
    	// Sampled texture color
    	float4 actColor = (tex2D( Sampler, IN.texture0 ) * IN.color);
    
    	OU*****lor = cColor - actColor;
    	
        return OUT;
    }
    
    //-----------------------------------------------------------------------------
    // Main
    //-----------------------------------------------------------------------------
    
    technique ProcessScreen
    {
        pass p0
        {
    	VertexShader  = compile vs_1_1 VS();
    	PixelShader  = compile ps_1_1 PS();
        }
    }
    
    technique Fallback
    {
        pass p0
        { 
        }
    }
    i had a lot of help with it (thanks to the nolf source and a friend of mine) but this was the first 1 i made myself (again with help of a friend editing and fixing my mistakes) if ya want it, take it
    First you can't just replace the FX file with that you need to adjust a lot of the parameters and calls so they all match up with the games calls. But your logic is there and looks fine.

    I already made an 'Inverse Color' shader, it was part of my shader pack: [convenience link]

  5. #20
    supercarz1991's Avatar
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    Quote Originally Posted by Drigien View Post
    First you can't just replace the FX file with that you need to adjust a lot of the parameters and calls so they all match up with the games calls. But your logic is there and looks fine.

    I already made an 'Inverse Color' shader, it was part of my shader pack: [convenience link]
    i know, i just wanted to see if i could do it myself. i figured it was just the fact it was something with the game

    commando: You're probably the best non-coder coder I know LOL


  6. #21
    alguempt's Avatar
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    what can that bring benefic?
    isnt that laggy?

  7. #22
    leoisso's Avatar
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    muahhahaha, let's make CA COMICS!:

  8. #23
    ISmackBoobs's Avatar
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    Wow!Impressive!Good work!
    FUCK

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