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Messages - Stefan

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1
3D-Tech News Around The Web / Sangokushi 13 - japanese game benchmark
« on: February 08, 2016, 05:35:22 PM »
Sangokushi 13

latest iteration of Romance of the Three Kingdoms

Ridiculous clipping bugs and unplayable for Gaijins.


2
English forum / Re: Shadertoy multipass demos
« on: February 08, 2016, 02:28:19 PM »
Rocket City

uses both iFrame and iTimeDelta

also iChannelResolution, keyboard and mouse-click


3
English forum / Re: Shadertoy multipass demos
« on: February 08, 2016, 01:04:48 PM »
Some MP shaders use new uniforms
uniform int       iFrame;
uniform float     iTimeDelta; (appears only in FireFox shader editor)


interactive evolution
3d pseudo fluid volume
Diffusion Curves


What goes around comes around:
Post process - FXAA
FXAA code from: geeks3d

4
3D-Tech News Around The Web / Shadertoy - Elephant
« on: February 07, 2016, 03:49:36 PM »
Quote
Elephant

Signed distance field raymarching. Procedural elephants. Or a bunch of ellipsoids and few lines and a couple of quadratic curves. Split it in layers to prevent the compiler from crashing. The art is composed to camera. It runs very slow, but it looks good!

Excellent, but i don't know how to port those multipass shaders to GeeXLab  :-[


5
English forum / Re: How to use video texture in a GLSL Shader
« on: February 07, 2016, 10:16:08 AM »
>>>download updated package<<<

Note: i didn't get the 3 layers in  "Page curl effect" look right

"video heightfield" flipped via -pixel.y

"The Tender Cut [TV]" added - uses video and keyboard texture





6
English forum / Re: How to use video texture in a GLSL Shader
« on: February 05, 2016, 07:18:14 PM »
>>>Here is a package with 13 demos<<< - d/l below

These demos use http://hwcdn.net/j9t9v3v5/cds/Suzie_H264.mp4 from http://www.elementaltechnologies.com/resources/4k-test-sequences
It is licensed under a Creative Commons Attribution-NoDerivs 3.0 Unported License.

If this 4K video crashes GeeXLab on exit or reload, use the shrunk video in the package.

Some shaders use iChannelTime[0] - to calculate the length of the video i assume

In the demos it looks like this:

uniform float iChannelTime0;
...
float time = iChannelTime0;
 
gh_gpu_program.uniform1f(shadertoy_prog, "iChannelTime0", video_elapsed_time)


8
3D-Tech News Around The Web / Intel HD Graphics Driver 20.19.15.4377
« on: February 04, 2016, 04:48:05 PM »
Download from Microsoft
ATM only for SAMSUNG OEM with "Intel(R) HD Graphics 515"

Installation:

STEP 1)
Don't edit ki113672.inf with Notepad, it might save your result as ki113672.inf.TXT or asks you to open WordPad.
Instead use a professional (yet free) solution like Notepad++


STEP 2a)
disable driver signature - secure boot off
bcdedit -set loadoptions DISABLE_INTEGRITY_CHECKS
bcdedit -set testsigning ON

STEP 2b)
disable driver signature - secure boot on
bcdedit -set loadoptions DISABLE_INTEGRITY_CHECKS
enable testsigning via enhanced start options

STEP 3)
Follow this fool-proof "have disk" installation tutorial


No Changelog available, but:
GFXBench passes now all tests with driver 20.19.15.4377 + Windows 10 build 14257 on my rig.
 
GFXBench.vs.4377.png height=1077

9
3D-Tech News Around The Web / OpenGL Extensions Viewer 4.3.7 for MacOS X
« on: February 04, 2016, 05:32:49 AM »
What's New in Version 4.3.7

• Updated database, including Apple A9 GPU.
• Improved rendering tests, address Fog not working with tessellation (GL 4.1)
• Other bug fixes and improvements

10
English forum / Re: How to use video texture in a GLSL Shader
« on: February 03, 2016, 09:12:44 PM »
OK,
here is a generic flip code:

replace
iResolution.xy
with
vec2(iResolution.x, -iResolution.y)

Tested in toon video shader and ascii art

I'll upload the demos later with a non-commercial video

11
English forum / Re: How to use video texture in a GLSL Shader
« on: February 03, 2016, 06:41:50 PM »
I was hoping you already have a function in LUA (equivalent to the magic button at Shadertoy.com)

Anyway i found the sweet spot in the pixelshader: simply replace iResolution.y with -iResolution.y or -1*iResolution.y
But it's only that easy in this particular shader because iResolution is split into x and y

>>>download fixed version here<<<


12
3D-Tech News Around The Web / NVIDIA GameWorks VR SDK 1.2
« on: February 02, 2016, 11:24:48 PM »
The GameWorks VR SDK contains NVIDIA's APIs, samples, and documentation for Virtual Reality game and application developers, including VR SLI and Multi-Res Shading for efficient VR rendering. This release contains bug fixes and updates to the sample applications.






13
3D-Tech News Around The Web / NVIDIA NVAPI R361 V2
« on: February 02, 2016, 11:20:49 PM »
 NVAPI is NVIDIA's core software development kit that allows direct access to NVIDIA GPUs and drivers on all windows platforms. NVAPI provides support for categories of operations that range beyond the scope of those found in familiar graphics APIs such as DirectX and OpenGL.
Initially exposed only to OEMs and game developer tools, NVAPI is now available for download to all developers interested in building Windows applications on NVIDIA GPUs.
     

14
English forum / How to use video texture in a GLSL Shader
« on: February 02, 2016, 11:05:54 PM »
So i saw this nice Shadertoy demo Wrist Slitter , which consists of a Mandelbrot with video in background.

Porting to GeeXLab is pretty simple, just copy the video texture code from demo_video_player_gles2_v2.xml and use it with iChannel

The demo is preset to Timelapse-1.m4v from code sample pack, try Big Buck Bunny instead or whatever makes you happy.

As you can see i don't know how to vertical flip textures in GeeXLab  :P

Mandelbrot zooming was too fast so i patched the pixelshader

#define slowdown 20.0
    return zoomto(xy, DEST, iGlobalTime/slowdown);


change value dependent on length of video



15
3D-Tech News Around The Web / NVIDIA GeForce Hot Fix driver 361.82
« on: February 02, 2016, 12:44:03 AM »
Answer ID 4026          |    Published 02/01/2016 10:12 AM          |    Updated 02/01/2016 10:33 AM

   This is a GeForce Hot Fix driver, version 361.82 that addresses the following issues:
 
  • Eject NVIDIA Graphics Device
 
Click the appropriate link to download.

Windows 7 and 8

64 bit Version
32 bit Version

Windows 10

64 bit - Win10
32 bit - Win 10
 

16
English forum / Demo Pack February 2016
« on: January 31, 2016, 08:51:20 AM »
>>>Download now<<<

All new demos build against gfx03.lua

Contains:

all demos from XMAS 15 pack

Cubemaps cube00 - cube05 from Shadertoy, Yokohama 1+3 from Humus

7 keyboard controlled demos

4 demos where i replaced mouse-click with mouse-over in the pixel shader

some GLZ and OpenGLViewer mods

hardcore shaders
"Where the River Goes" ULTRA_QUALITY
"Flux Core" NON_REALTIME_HQ_RENDER 16xAA

"Crystal Skull" with Intel render fix made by AIL @ Intel ;)

and a lot more...




17
English forum / Lonely Sea Shell vs. NVIDIA compiler
« on: January 31, 2016, 08:23:43 AM »
Lonely Sea Shell - ported to GeeXLab
runs fine with INTEL and ATI, but NVIDIA compiler fails with error C1103: too few parameters in function call

Work-around: replace  float r = length(target-source);  with
   
Code: [Select]
#ifdef GL_NV_command_list // check for NVIDIA, patch would fail with ATI and INTEL
float r = length(0.0, target-source); // ignore warning C7011: implicit cast from "float" to "vec3"
#else
float r = length(target-source); // original code compiles fine with ATI and Intel
#endif

I wonder why it runs at shadertoy.com with NVIDIA, but not in GeeXLab?

I added also vendor dependent overlay text

Code: [Select]
    local ret = gh_renderer.check_opengl_extension("GL_NV_command_list")
    if (ret == 1) then
    gfx.write_text(10, 160, 0, 1, 0, 1, "patched for NVIDIA")
    end
   
    local ret = gh_renderer.check_opengl_extension("GL_AMD_debug_output")
    if (ret == 1) then
    gfx.write_text(10, 160, 0, 1, 0, 1, "AMD works fine")
    end
   
    local ret = gh_renderer.check_opengl_extension("GL_INTEL_performance_query")
    if (ret == 1) then
    gfx.write_text(10, 160, 0, 1, 0, 1, "Intel works fine")
    end

18
3D-Tech News Around The Web / AMD GPU PerfStudio 3.4 now available
« on: January 30, 2016, 03:41:49 AM »
What’s New in V3.4?

New Features
  • NEW – Support for an open source DirectX® 12 Plugin
  • With the GPUOpen initiative AMD is now providing  open source access and build environment for the GPU PerfStudio DirectX® 12 plugin. The plugin can be used to replace the version shipped with the public release of GPU PerfStudio 3.4. More information can be found at GPUOpen.

19
AMD’s commitment to Open Source is growing.
AMD’s Radeon™ SDK and all samples are now located at the GPUOpen website
.

Legacy content is provided here as a convenience. Please visit GPUOpen for the most current Radeon™ SDK content. GPUOpen is  an AMD initiative designed to enable developers to create ground-breaking PC games, computer generated imagery and GPU computing applications for great performance and lifelike experiences using no cost and open development tools and software.

20
3D-Tech News Around The Web / NVIDIA - Vulkan Shader Resource Binding
« on: January 30, 2016, 12:08:39 AM »
In this blog post we will go into further details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.

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