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  1. No biggie but the letters aren't showing up when I type in the search bar. Search works fine but seems like the letters got switched to white or something? Been that way for maybe a month or so.
  2. havenphillip

    Astrocuco deadth ;(

    Yeah man I'm a fan of your stuff. Your animation and modeling has always been great. It was always the health bar and stuff that I disagreed with but this looks way better.
  3. havenphillip

    Astrocuco deadth ;(

    Bro that's a much better looking health bar and stuff.
  4. Ok so I didn't quite do one shader a week but I got to 52. I wasn't sure I could pull it off but hopefully the shaders are diverse enough to give something to work with for most occasions. I tried to keep the language consistent throughout and organize them sort of from easy to hard. I threw in all kinds of links because I don't know a lot of the technical terminology. I don't know how Ultra is going to be but I get the impression it's not going to be too much different. From what I understand, Ultra uses the PBR model for lighting rather than the Blinn-Phong and it uses Vulkan as its shader l
  5. havenphillip


    According to learnopengl.com PBR - or physically based rendering - is "...a collection of render techniques that are more or less based on the same underlying theory that more closely matches that of the physical world...[it] aims to mimic light in a physically plausible way...[and] generally looks more realistic compared to our original lighting algorithms like Phong an Blinn-Phong...PBR is still nonetheless an approximation of reality...which is why it's not called physical shading, but physically based shading. For a PBR lighting model to be considered physically based, it has to satisfy th
  6. I don't know buffers that well. From my understanding you have to use a script. I'm sure Leadwerks can do it somehow. Here's an example of using a buffer. This is about as far as I've gotten with those. The buffers aren't documented so there's not a lot of help figuring them out: basic minimap.zip
  7. Ok. Maybe I don't need that. I want to make a tracks shader but the video I'm watching is calling for "blit"? There's not a lot of glsl examples out there but the closest thing looks like some of those mouse paint things on Shadertoy . The only thing I've found that leaves trails are the decals.
  8. You can do it in Shadertoy with iMouse so it's possible but is there any Leadwerks equivalent?
  9. Ok. What if you just change that fog range from 100 to 10 or something like that?
  10. havenphillip


    Thanks I appreciate it. I will keep it up. If Josh keeps making quality stuff that I can use then I'll annoy him forever. Brand loyalty.
  11. havenphillip


    So we went through a lot of fragment shaders. Did some vertex displacement. Went through tessellation. Now, some geometry. I don't have much to say about it. Just keep poking at it with a proverbial stick and eventually situations start to look familiar and you know what to do because it's similar to stuff you've encountered before. It does seem to me that there's not a lot of variety in geometry shaders. There's a bit, though. Enough to make it interesting. But grab these shaders and you'll have the gist of it. Here's a normals visualizer. This is like the first geometry shader ev
  12. Do you happen to know which channels Substance Painter uses for roughness, metalness, and ao?
  13. You're probably right. That would be my assumption as well. You can always look in the shader and see which textures are being used for what. If it's the mighty Shadmar he usually wrote in some good notes on which texture was which.
  14. Yeah looks pretty straightforward. You use grayscale images. I wonder if you could scroll one of them without moving the others. This would be great for PBR putting the roughness, metalness and ao all in one. I get it.
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