What shader effects do you want?

  • i just made a brain fart... and cleaned it up ... sorry

  • A simple and useful Normal/Specular Map with the option to enable various light sources and change his color, size and position in the gfx. Also with the Normal/Specular map inside the gfx as other animation frame or including in the parameter effects. Something similar to the MMF2 extension but including Specular Map.

    Instagram video to get an idea that how will work(I made this days ago):

    https://instagram.com/p/4HnLpygLy-/

    This are the options that the extension have:

    In the second option called "Normal Map Tileset(Overlay)" if you press the "Edit" button you put the normal map image you desire to apply to the sprite.

    Also you can add various NormalMap inside one like this(only the normals part):

    And in the Tileset Width/height parametre say how much Normal Map tiles there. So in this case 4 in the width and 4 in the height. But well i guess can be improved the system to Construct3 to be more easy.

    The actual normal maps/2D lighting effects i found on Construct2 are using another image to apply the normal map(So you need to duplicate x2 the number of tiles in the layout and put over the other) and other that does automatically without personalization of the Normal/Specular map with some glitches :S .

    Something like this well done can make the games looks very great with the addition of the raycaster shadow/light,etc...

  • matriax +1

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  • It is possible to make something like that in Construct 2?

    https://www.shadertoy.com/view/lsSGWw

  • It is possible to make something like that in Construct 2?

    https://www.shadertoy.com/view/lsSGWw

    After see all the imports the people made from shadertoy to C2 i guess this will be easy compared.

    I see a lot of Shadertoy requests, so, instead of request one by one every time we find something, not will be possible create an importer or plugin using the Shadertoy API to simply copy the code into the C2 to get the shader running?

    I don't know nothing about code, so i ask Ashley, Will be possible integrate the Shadertoy API inside C2 to get all the shaders working in seconds? I mean only the API, after that every developers is responsible o what shaders they add into their game.

  • It is possible to make something like that in Construct 2?

    https://www.shadertoy.com/view/lsSGWw

    In strange case like this ,some shaders are not running on c2 like Shadertoy.

    however ; I do not change much in the original source.

  • > It is possible to make something like that in Construct 2?

    > https://www.shadertoy.com/view/lsSGWw

    >

    In strange case like this ,some shaders are not running on c2 like Shadertoy.

    however ; I do not change much in the original source.

    You mean... you managed to get it work? I'm having a lot of difficulties :\ (I need a "realistic" fire by WebGL)

  • This one is not easy but:

    Find Noise texture and change this line ;

    float noise( in vec3 x ) // iq noise function
    {
    	vec3 p = floor(x);
        vec3 f = fract(x);
    	f = f*f*(3.0-2.0*f);
    //	vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy;       <------ This line
    	vec2 uv = (vTex.xy+vec2(37.0,17.0)*p.z) + f.xy;  <------ By this one 
    	vec2 rg = texture2D( samplerFront, (uv+ 0.5)/256.0, -100.0 ).yx;
     
    	return mix( rg.x, rg.y, f.z ) * 2.0 - 1.0;
    }[/code:36ifde3r]
    good luck ... hope this will help you, or find Fire shaders on glslsandbox ..
    
    Regards
  • tatogame Have you get the effect working? I tried myself changing the noise line and other things but nothing, i only have as result a big and beatyfull black square after an hour editing... at least now no get errors XD :S

    Gigatron Is there any tutorial/doc that how to pass from shadertoy to C2 ?

    Edit: Oh wait, after some changes i start to see something orange inside the square effect <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Edit2: Nothing, can't get working <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> this was my try (.fx, .xml and .capx):

    https://dl.dropboxusercontent.com/u/659 ... e/fire.rar

    If somebody can tell me what is wrong...

  • matriax nope :\ I chose another method (spritesheet animation lol) but i will try another way to make with WebGL...

    I found another fire effect made "by CPU" http://www.computableminds.com/jquery-p ... rator.html but is TOO HEAVY for anything less powerfull than nasa-pc xD

  • matriax nope :\ I chose another method (spritesheet animation lol) but i will try another way to make with WebGL...

    I found another fire effect made "by CPU" http://www.computableminds.com/jquery-p ... rator.html but is TOO HEAVY for anything less powerfull than nasa-pc xD

    tatogame I see! Well i leave the other flame code and search for one more easy, and after 2 hours i get this one working:

    https://www.shadertoy.com/view/4slXz2

    I'm passing now all the variables to the .xml and create the example and live demo so i will publish today in the effects if nothing happens <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> .

  • Absolutely there is a solution... The human brain has no limit ... to code you must think like an ALIEN ...

    The burnfx is not simple cause it's using NOISE Texture ... but if we can replace noise Texture by computed NOISE function

    the result was not bad... but my english is bad to make a tutorial..

    I can tell something easy, you can MIX all function on 5000 shader toy functions... the result is unlimited..

    http://gigatron3k.free.fr/html5/C2/FX/burning/

    So here is little tips; i am sure others C2 users are better than me .. I am an expert of delphi pascal and hate javascript, C, assemblers and other languages ...

    ST: void mainImage( out vec4 fragColor, in vec2 fragCoord ) : C2 void main()

    ST: vec2 uv = (fragCoord.xy/iResolution.xy); : C2 vec2 uv=(1.*vTex); if flipped do vec2 uv=(1.-vTex)

    To center correctly use: vec2 uv=(1.*vTex)-vec2(0.5,-0.5); here we accessed X and Y position of Vtex ..

    And Finaly

    ST: fragColor=vec4(col, 1.); : C2 gl_FragColor=vec4(col,1.0) ; 1.0 is alpha and col is declared

    like this: vec3 col=vec3(0,0,0); SO we have 3 vectors + 1 Alpha ... and

    declaration of gl_FragColor is right ... gl_FragColor=vec4(3vectors for col, and 1 for alpha) = 4 variables..

    vec4 means , X,Y,Z,W ------> like C2 gl_FragColor=vec4(X,Y,Z,W) ; we have 4 vectors variables; col=(x,y,z, and W is alpha)

    vec3 means X,Y,Z

    vec2 means X,Y

    etc........ Not hard no ???

  • Ok here is the file to C2 users.. Study change run, run run ... until you understand what you do.. and you win the fight !

    http://gigatron3k.free.fr/html5/C2/FX/burning.rar

    Have fun ..

  • Ok here is the file to C2 users.. Study change run, run run ... until you understand what you do.. and you win the fight !

    http://gigatron3k.free.fr/html5/C2/FX/burning.rar

    Have fun ..

    Oh great!

    I ported my first shader passing more than 25 variables and adding a few more. I'm working with the example .capx . I guess will be posted soon on the Effects forum <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Here a video of the example fille showing a variation of flames:

    https://instagram.com/p/5IDK4xAL3i/

    Edit: Posted here: viewtopic.php?f=184&t=149940

  • Good job ;

    I am sure if you study (only) glsl during 1 month 8 hours a day you can do what you want ...

    Dont forget the Word VECTOR =variable but defined in space .... 2D/3D/4D

    good luck

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