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Request for shader documentation and concrete question


Rastar
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I have finally made the leap and started to get in to shader programming. While this is a complex topic in itself, it is made even harder for a beginner like me to understand the interaction with Leadwerks itself, specifically which data is passed into the shaders by naming convention. Some information can be guessed by looking into the supplied shaders, but many open questions remain.

 

So my request would be to add a section on shader programming in to the docs. Doesn't have to contain thins like "How do I create a rim lighting?" but rather the Leadwerks specific stuff.

 

One example (and my concrete question): It seems there is a color encoded in the last column of the entity matrix - which one is it?

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I think deferred rendering is much more straightforward and simple. Lighting in forward renderers is always a hack. People complain about transparency lighting problems, but with forward rendering you NEVER have correct lighting.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Well you SAY transparency is easier with def'ren. With simple scenes and demos it isn't difficult. Just when you try and assemble something that looks like a decent model with working parts that include a mix of transparent materials it becomes a logistical exercise.

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