After several hours I've finished roughly eighty-percent of the total shaders. Even though it's taken a lot of my time I'm glad I'm doing it. I've learned a lot so far about the total structure of the shaders package and I will continue researching it after I've finished completely rewriting them.
I also will be adding more shaders to fulfill areas of my projects needs. As I was originally writing this blog up, had taken a look at newer posts over at the Leadwerks Community, I found someone was asking about GLSL programming, and Josh asked the poster what possible effects would they want implemented that wasn't already available. I had to reply to this question since it was already on mind while writing this, and here is my uncompleted listed of additional shaders:
- Radial Blur
- Screen Frost and Condensation
- Nightvision
- Water Droplets/Splats
- Blood Splats
- Ocean
- Underwater Volumetric Light Scattering
I also have plans to replace the current Screen Space Ambient Occlusion using Crytek's implementation/technique since it produces high quality results. The current SSAO still doesn't seem to work properly even though it was updated. Before I start working on the shader I will be evaluating the current SSAO shader to ensure I'm not using it incorrectly or my shader settings aren't incorrect either.
Since I've rewritten and reorganized most of the shaders it will be a lot of fun for me to start adding additional post-processing effects, and hopefully with ease. Not that it wouldn't have been easy before, but since I'm now more familiar with the whole structure it will be vastly easier for me.
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