Posted: 16th Jun 2017 22:00
2d Shader Primitives

Allows you to render 2d primitives without media.

This is a small lib to provide rendered, 2d primitives, even including a border.
You can also apply two images for the border/ fill aswell as a simple color.
You can also set the fill to transparent to only use the borders. It renders images in any size,
so it also should be pixel perfect.




Greetings, Jack
Posted: 16th Jun 2017 23:32
@Jack Thanks for sharing this. These actually work right "out of the box" so to speak. Awesome!
Posted: 17th Jun 2017 0:15
Thanks GarBenjamin,

there should be a better way to render the images, my current method brings some sync flickers as the images are rendered in the first frames with it.
I would be glad if you could create something based on this lib and post the image in your post
Posted: 17th Jun 2017 10:50
@janbo: I have interest in normal mapping. I don't know if normal mapping is mobile friendly
Posted: 18th Jun 2017 18:55
@ george++
Every intense calculation isn't mobile friendly but it is very much possible
I plan on releasing a 3D shader pack of useful game shaders and create one or more demos around it.
I can/will add my normal-mapping shader but I don't know when I can release it.
If you need some special shaders you can post your ideas ofc please.
Preview


But first I have another free shader for you guys.
I saw this thread today and here is my solution for it.

Masked Progressbar
Note that you can create any silhouette, it just depends on your mask.
You set the color with SetSpriteColor()
Preview

Demo (not the best demo code of mine but it shows what you need)
Link
Posted: 18th Jun 2017 21:04
Hi all, can i humbly request for outline(normally black) in 3d object? Thanks
Posted: 18th Jun 2017 21:28
Like that one which often comes with a Toon shaders or like that in Borderlands ?
Just Added to my list

Also if Paul doesn't provide the possibility to pass tangents and bi-tangents to the shader attributes to create faster normal mapping for example
I may create a little lib for that also
Posted: 18th Jun 2017 23:59
Like the toon shader outline..yes.
Posted: 19th Jun 2017 17:47
Did you try this:
paste it above your sync()
This works best for convex objects
+ Code Snippet
	SetObjectScale(ObjectID,1.03,1.03,1.03)
	SetObjectCullMode(ObjectID,2)
	SetObjectColor(ObjectID,0,0,0,255)
	DrawObject(ObjectID)
	SetObjectScale(ObjectID,1,1,1)
	SetObjectCullMode(ObjectID,1)
	SetObjectColor(ObjectID,100,80,64,255) // Reset to old object color


If you need something more advanced like glowing outline or something like in left 4 dead I might add it to the pack
Posted: 19th Jun 2017 21:15
Wow..maybe something like that.Is this like the toon shader effect? i try this first and report back. Thanks
Posted: 19th Jun 2017 21:18
Something like this:
Posted: 21st Jun 2017 7:16
@janbo: You are doing a great job, thanks
Posted: 21st Jun 2017 17:33
Agree with @george++ in fact I didn't realize @janbo was creating a shader pack for us. This is awesome! Makes me think although I've enjoyed getting into the shader programming it would make more sense to focus on other things.

Thanks @janbo it is very awesome of you to do this. Anything that can save others development time is a great thing.
Posted: 21st Jun 2017 18:20
Wow thanks,
A few years ago I admired the people who could write such nice shaders.
But I did't stop learning about them and now I really like the shader stuff.
Right now i'm diving into deferred rendering although OpenGL ES 2.0 isn't the best for it, as it doesn't support MRT(MultipleRenderTargets) and some functions for glsl. (Maybe it's possible via gl_FragData[n] and an Opengl extension.)
I have to make some bypasses here and there.
It's of course not TGC's fault, but Paul could make it easier if he implements a way to create, calculate and pass matrices to shaders in AppGameKit also I would like to access AGK's calculated Matrices from within the code...
So +1 for advanced Math in AGK... again
But with Deferred Rendering I could implement SSAO(ScreenSpaceAmbientOclusion) and SSD(ScreenSpaceDecals) much more efficient and easy.
It's not the best for mobile platforms as it does have a bigger overhead than forward rendering(even with MRT's) but you could get all the techniques of the big engines like Unreal and Unity.

Anyhow I can't promise anything for now as it's still a hobby for me like most of us.
I hope you are not too shocked when I tell you, that I hope to earn a little bit money from the pack.
Would you guys buy it ? and what would you spend if I can make some different shader effects + brush up all my old shaders.
[size=xsmall]I will not take the old shaders from the web, everything you'd get would be new or polished.
And of course I still try to help you guys for free and don't throw everything into the pack.[/size]

Deffered Rendering Preview
Normalmapping + Specularmapping


I didn't realize @janbo was creating a shader pack for us

I didn't talk about it, so you could not...

[Edit]
Something like this:

Will that work for you ?

Have you tried the other solution ?
[/Edit]
Posted: 21st Jun 2017 23:01
Looks and sounds great to me personally and as long as you make it super easy to use and priced reasonably (like $20 or less) I'd have no problem buying it if you put it on the Asset Store.

Heck yeah things like this a person deserves to make some money. Can't expect someone to spend their own personal time and then just give everything that comes out of that effort away for free. Now little itty bitty things sure. But not a pack of useful shaders like this. That is sellable IMO.

Actually even the little itty bitty things if priced little itty bitty like $1 or less. To me it all depends on how well executed things are. If selling it then it should be super easy to use and not require a bunch of time and effort in addition to requiring paying for it to begin with.
Posted: 21st Jun 2017 23:23
@janbo, the code given previously work, but look like a little the model have a light trail with it..
Posted: 22nd Jun 2017 4:35
@GarBenjamin: I'm planing to create little projects using the bare minimum to show of and understand each shader and one huge where every shader is used and encapsulated in an user friendly library.

@hoyoyo80: Sound like you are using it on an animated object... they don't work well with scaling(you could try to create a separate object and scale it permanently) ... anyhow I made a shader for it now and the result is what you can see in the gif above
Posted: 22nd Jun 2017 6:16
anyhow I made a shader for it now and the result is what you can see in the gif above


Yayyy!!! Yes, im using it with animated object...Thanks...

Side note: Maybe all the shaders made can be incorporate in official agk2, and whoever contribute get something from it.
Posted: 22nd Jun 2017 17:53
@janbo: of course I would spend some money for a shader pack since it extends the functionality of AGK.
AGK so far offers the car without wheels. A shader pack is the wheels
Posted: 24th Jun 2017 8:17
A shaders pack will be awesome !