[shaders]Bloom + Better Light

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Re: [shaders]Bloom + Better Light

by LMD » Post

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Re: [shaders]Bloom + Better Light

by Skulls » Post

I'm in! Thanks, LMD.

Alright folks, wish list time for shaders. Colored lights, speed, super fancy psychedelic rainbows, have at it. I can promise that 99% of it won't be worked on. But it will really help set priorities.

The goal will be get it into the main Minetest branch so a history of well tested, stable, and documented code is needed. It also has to make the game better for all players, not just those who want to enable fancy graphics.

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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

shaders are good and all, Skulls and LMD, but you guys are still going to need the minetest client to have the features necessary.
however there are two PR's that implement everything that is necessary:
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Re: [shaders]Bloom + Better Light

by Byakuren » Post

For lighting with lots of light sources, you could look into light cuts.
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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

what do you mean light cuts?
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Re: [shaders]Bloom + Better Light

by Byakuren » Post

ThomasMonroe wrote:what do you mean light cuts?
http://www.graphics.cornell.edu/~bjw/lightcuts.pdf
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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

hmm that seems to be for rendering a photo-realistic scene rather than a game scene
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Re: [shaders]Bloom + Better Light

by Byakuren » Post

ThomasMonroe wrote:hmm that seems to be for rendering a photo-realistic scene rather than a game scene
I don't see why it couldn't be used for Minetest's light levels, since it doesn't seem like lightcuts are that expensive to compute, and Minetest's lighting doesn't change that frequently. The core of the paper is just an algorithm that approximates a bunch of point lights using less lights.
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Re: [shaders]Bloom + Better Light

by Skulls » Post

ThomasMonroe wrote:shaders are good and all, Skulls and LMD, but you guys are still going to need the minetest client to have the features necessary.
however there are two PR's that implement everything that is necessary:
Sweet, thank you. LMD, lets pull this into a branch and start poking around. Still need to do the testing and boring bits.

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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

kilbith's PR still has work to be done with it though
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Re: [shaders]Bloom + Better Light

by Skulls » Post

Moar shaders I stumbled across, for the curious: https://github.com/armory3d/armory/tree/master/Shaders

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Re: [shaders]Bloom + Better Light

by LMD » Post

Post processing is pretty nice, and not much work to implement, as theres already the mentioned base. Here is a good point to start. https://github.com/minetest/minetest/pu ... a8fc8c0be1

EDIT :
Skulls, I need your help. How can I fork this PR ?
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Re: [shaders]Bloom + Better Light

by Skulls » Post

I can't figure out how to do that using the GitHub web interface but if you clone numberZero's repo, switch to the dev-postprocessing branch you should get there. This will have to be done on your local drive.

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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

Skulls..most of the shaders you have found may not be able to be implemented due to the client, however they will be very instructive.
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Re: [shaders]Bloom + Better Light

by LMD » Post

Based on numberZero's impressive work :
https://github.com/appgurueu/new-shader ... gment.glsl
Edge darkening
Focus blur
Thanks alot, numberZero !
EDIT : TESTERS REQUIRED !
If you want to test the new post-processing :
- compile numberZero's minetest fork with post-processing
- replace opengl_fragment.glsl in client/shaders/post-processing with my version.
- you may also replace opengl_vertex.glsl, but this is not necessary.
azekill_DIABLO : Je pense que tu es un personne qui a plein d'experience avec "compiling Minetest" et que tu peux faire ca tres bien, et je crois que tu aimes essayer des nouvelle choses le plus de tout la monde. Est-ce que tu es d'accord ?
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Et je sais que je n'ai pas utilise des accents, c'est parce-que ca n'est pas facile avec la clavier de mon ordinateur allemand.
Any feedback ?
Last edited by LMD on Wed Jan 03, 2018 14:19, edited 2 times in total.
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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

it seems that all of the rendering code was rearranged and better organized, so numberZero's work is no longer valid and needs to be re-done with the new rendering implementation.
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Re: [shaders]Bloom + Better Light

by LMD » Post

The only word that fits well now has 4 letters and starts with s.
Guess what ?
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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

Sorry, I don't have enough C++ knowledge to implement this yet, however you could search around and try to find someone willing to pick it up.
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Re: [shaders]Bloom + Better Light

by LMD » Post

Anyway, we can test the shaders with his Minetest fork.
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Re: [shaders]Bloom + Better Light

by LMD » Post

I have ANSI C99 experience. And Java experience. Equation : C99+Java = C++
But I have no MT experience. ß((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
We need a core developer.
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Re: [shaders]Bloom + Better Light

by azekill_DIABLO » Post

mmm... ask paramat maybe.

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Re: [shaders]Bloom + Better Light

by rubenwardy » Post

I doubt you'll get much help from paramat. numberZero or lhofhansl would be more likely to be able to help you.

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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

yeah paramat isn't much into eye-candy/graphics, he's more of a MT mechanic than anything else
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Re: [shaders]Bloom + Better Light

by TumeniNodes » Post

ThomasMonroe wrote:yeah paramat isn't much into eye-candy/graphics, he's more of a MT mechanic than anything else
Working with shaders is not an easy task..., by any means.
It's not so much that he isn't into eye candy, I would say more like not experienced in that area..., same goes for the rest of the devs or, I assure you..., there would be more to offer by now.

And it is not very easy to find individuals who are, who would be willing or available (time wise) to work on it for free.
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Re: [shaders]Bloom + Better Light

by ThomasMonroe » Post

touche
however paramat has said on multiple occasions that he is not a big fan of eye-candy. But like you said, that doesn't mean anything, all it takes is someone experienced in shaders.
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