What shader effects do you want?

Share your Construct 2 effect files

Post » Tue Jul 14, 2015 8:24 am

@matriax nope :\ I chose another method (spritesheet animation lol) but i will try another way to make with WebGL...
I found another fire effect made "by CPU" http://www.computableminds.com/jquery-p ... rator.html but is TOO HEAVY for anything less powerfull than nasa-pc xD
Luca ConTato [RisingPixel]
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Post » Tue Jul 14, 2015 8:29 am

tatogame wrote:@matriax nope :\ I chose another method (spritesheet animation lol) but i will try another way to make with WebGL...
I found another fire effect made "by CPU" http://www.computableminds.com/jquery-p ... rator.html but is TOO HEAVY for anything less powerfull than nasa-pc xD


@tatogame I see! Well i leave the other flame code and search for one more easy, and after 2 hours i get this one working:
https://www.shadertoy.com/view/4slXz2

I'm passing now all the variables to the .xml and create the example and live demo so i will publish today in the effects if nothing happens ;) .
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Post » Tue Jul 14, 2015 5:31 pm

Absolutely there is a solution... The human brain has no limit ... to code you must think like an ALIEN ...

The burnfx is not simple cause it's using NOISE Texture ... but if we can replace noise Texture by computed NOISE function
the result was not bad... but my english is bad to make a tutorial..
I can tell something easy, you can MIX all function on 5000 shader toy functions... the result is unlimited..

http://gigatron3k.free.fr/html5/C2/FX/burning/

So here is little tips; i am sure others C2 users are better than me .. I am an expert of delphi pascal :) and hate javascript, C, assemblers and other languages ...
ST: void mainImage( out vec4 fragColor, in vec2 fragCoord ) : C2 void main()
ST: vec2 uv = (fragCoord.xy/iResolution.xy); : C2 vec2 uv=(1.*vTex); if flipped do vec2 uv=(1.-vTex)

To center correctly use: vec2 uv=(1.*vTex)-vec2(0.5,-0.5); here we accessed X and Y position of Vtex ..
And Finaly

ST: fragColor=vec4(col, 1.); : C2 gl_FragColor=vec4(col,1.0) ; 1.0 is alpha and col is declared
like this: vec3 col=vec3(0,0,0); SO we have 3 vectors + 1 Alpha ... and
declaration of gl_FragColor is right ... gl_FragColor=vec4(3vectors for col, and 1 for alpha) = 4 variables..
vec4 means , X,Y,Z,W ------> like C2 gl_FragColor=vec4(X,Y,Z,W) ; we have 4 vectors variables; col=(x,y,z, and W is alpha)
vec3 means X,Y,Z
vec2 means X,Y
etc........ Not hard no ???
Last edited by Gigatron on Tue Jul 14, 2015 6:00 pm, edited 2 times in total.
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Post » Tue Jul 14, 2015 5:46 pm

Ok here is the file to C2 users.. Study change run, run run ... until you understand what you do.. and you win the fight !
http://gigatron3k.free.fr/html5/C2/FX/burning.rar

Have fun ..
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Post » Tue Jul 14, 2015 6:01 pm

Gigatron wrote:Ok here is the file to C2 users.. Study change run, run run ... until you understand what you do.. and you win the fight !
http://gigatron3k.free.fr/html5/C2/FX/burning.rar

Have fun ..


Oh great!

I ported my first shader passing more than 25 variables and adding a few more. I'm working with the example .capx . I guess will be posted soon on the Effects forum ;)

Here a video of the example fille showing a variation of flames:
https://instagram.com/p/5IDK4xAL3i/

Edit: Posted here: viewtopic.php?f=184&t=149940
Last edited by matriax on Tue Jul 14, 2015 6:10 pm, edited 1 time in total.
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Post » Tue Jul 14, 2015 6:06 pm

Good job ;
I am sure if you study (only) glsl during 1 month 8 hours a day you can do what you want ...
Dont forget the Word VECTOR =variable but defined in space .... 2D/3D/4D
good luck
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Post » Fri Jul 17, 2015 6:04 am

Can anybody make something like CRT Shader FX without the ScanLines? Or just cut the scanlines from this source(comments included, but I don't know how to do that): effect-crt-shader_t92023 ... :?
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Post » Fri Jul 17, 2015 7:14 am

mef1sto wrote:Can anybody make something like CRT Shader FX without the ScanLines? Or just cut the scanlines from this source(comments included, but I don't know how to do that): effect-crt-shader_t92023 ... :?


@mef1sto Make what i do: See all the numbers in the .fx and edit/run, for example change 1 to 4, run C2 ¿What happens? THis modify the color? so go to the .fx and add a comment like : "// Modify RGB=RED".

And you will get a code like this:

Code: Select all
   q.x *= 1.0; // Number of flames on horizontal
   q.y *= fireVP; // Vertical Y Fire-Flame separation
   float strength = floor(q.x+noiseT); // Total noise in all the flame
   float T3 = max(fireSPD1,fireSPD2*strength)*seconds; // 1=Speed /  2=Speed2
   q.x = mod(q.x,1.0)-0.5; // 1=Separation / 2- Move to right
   q.y -= firePOSy;  // Position Y


So, in the CRT code one of them will modify the scanlines, maybe the size, number of them,etc... if you find what value is, well, set to 0 :P

Edit: I download the CRT effect, and looking the code seems is very easy to find it look this code in the CRT effect you want:

Code: Select all
vec4 scanlineWeights(float distance, vec4 color)
{
   vec4 wid = 0.5 + 2.0 * pow(color, vec4(4.0));
   vec4 weights = vec4(distance * 3.333333);               
   return 0.51 * exp(-pow(weights * sqrt(2.0 / wid), wid)) / (0.18 + 0.06 * wid);
}


With the Scanlines effect located edit them and in the numbers set various of the to 0 and see what happens. I'm sure you will remove it in minutes.
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Post » Thu Oct 08, 2015 4:54 pm

Can somebody make/Has somebody a shader where I the colors in a sprite change alonge a gradient/palette that I can specify?

So that you don't have to animate every single hue change, and it transitions smoothly from animation to animation.

The HSL adjust effect doesn't do what I want, since I want to last color to return to the first. Just as in a palette :D
It's supposed to look like an organic pulse, at least where I want to use it.
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Post » Mon Oct 12, 2015 6:30 pm

is there aglitch / distortion effect ?
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