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new shaders

Posted: Thu Nov 19, 2015 18:39
by aldobr
Are we going to get real shaders ?

I want to share something that shows whats possible to do using modern shaders :

https://www.youtube.com/watch?v=ZHsSUKbZjCI

Re: new shaders

Posted: Thu Nov 19, 2015 19:42
by rubenwardy

Re: new shaders

Posted: Thu Nov 19, 2015 21:14
by BobbyBonsaimind
I really hate how the term "photo realistic" is used in the Minecraft community...well, and the gaming community as a whole.

Anyway, there is #2937 which is about giving modders the possibility/ability to add their own shaders. So if that one is implemented, mods can roll their own, which for sure will result in a lot of different shaders.

Re: new shaders

Posted: Fri Nov 20, 2015 02:24
by benrob0329
X3D models have shaders built into the file, so no external files are required. Not sure if Irrlicht can utilise them but it would help.

Re: new shaders

Posted: Fri Nov 20, 2015 12:15
by Ferk
BobbyBonsaimind wrote:Anyway, there is #2937 which is about giving modders the possibility/ability to add their own shaders.
It looks like that might be implemented soon: https://github.com/minetest/minetest/pull/3391

However, because of security concerns doesn't look like mods will be able to set completely custom shaders for now, just select from the already available ones.

Re: new shaders

Posted: Fri Nov 20, 2015 13:19
by jp
These exaggerated concerns (another example) will turn Minetest to an anal-retentive security model like *BSD, with poor performances and an arid field of features. Those masturbating monkeys advocating for the security above everything should meditate a minimum on the real expectations of their users powering the communities...

Re: new shaders

Posted: Fri Nov 20, 2015 16:05
by rubenwardy
Security is important for privacy and safety of users. What are the vulnerabilities they talk about?

These lack of care and reviewing (another example) will turn Minetest to a virus saturated, security risk, model like Windows (maybe not so much as the new versions)

My point is that users shouldn't be exposed. It's fine on single player, as there's no potentially malicious server.

The http pr hasn't been merged because it has open issues. It can't be disabled securely. Even celeron55 wants it (iirc, he said in IRC.)

Re: new shaders

Posted: Sat Nov 21, 2015 09:46
by BobbyBonsaimind
Ferk wrote:It looks like that might be implemented soon: https://github.com/minetest/minetest/pull/3391

However, because of security concerns doesn't look like mods will be able to set completely custom shaders for now, just select from the already available ones.
Yeah, that is not what the issue is about, though.

Re: new shaders

Posted: Sat Nov 21, 2015 13:24
by Ferk
Well, it's not the most flexible but at least it's something.
I'm excited after the words of RealBadAngel about adding shaders for liquids to the engine so mods can use them.

If the engine includes a wide and general enough library of shaders with good quality, it might not be that bad not being able to make our own. When this pull request gets merged having specific shaders will be optional per node, at the discretion of the mod creator, so there's less reason for someone to reject new shaders being included in the engine. This means there would hopefully be less of Minetest politics in the way, and if your custom shader is of good enough quality, chances are a pull request could be accepted to add it to the engine, since it would always be optional anyway.

Though, judging by his response regarding the engine support for shaders, there might not be much of a reason to be scared of vulnerabilities.

Re: new shaders

Posted: Mon Nov 23, 2015 17:04
by Hybrid Dog
Is it possible to use shaders to generate the grass surface instead of using textures?

Re: new shaders

Posted: Sun Nov 29, 2015 15:28
by RealBadAngel
Hybrid Dog wrote:Is it possible to use shaders to generate the grass surface instead of using textures?
why not?

lies is a word in plural form

Posted: Sun Nov 29, 2015 15:52
by Hybrid Dog
RealBadAngel wrote:why not?
maybe bilinear filtering doesn't work if the pixels are calculated via shader instead of becoming loaded from a texture