What shader effects do you want?

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  • Hey guys, I was wondering if someone would either make or give advice on a glitch effect, similar to the one shown in the flixel power tools

    image example

    I've had a look at the source code for the glitch effect, and it appears they move a row of pixels at a time in a random X direction, where the maximum distance moved is dependant on a Glitch Size value, and the height is dependant on a Glitch Skip value.

    Sadly, I'm not good with Shaders, and I've never done GLSL shaders, so it would be awesome if someone could make a shader do this on a sprite or at least point me in the right direction on how to do it myself.

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  • Not sure if this has been said already, but something like this would be nice:

    <img src="http://i.imgur.com/udS9oWc.png" border="0" />

    I'd love to have something like this as I currently need it.

  • > Not sure if this has been said already, but something like this would be nice:

    > <img src="http://i.imgur.com/udS9oWc.png" border="0" />

    I'd love to have something like this as I currently need it.

    Another vote for this please!

  • I have been using a lot of WebGL shaders for my personal projects.

    My requests are mainly hacks to existing effects.

    Noise- Have a speed control. I am trying to add noise to a canvas snapshot and I am getting scan-refresh lines. It would be nice to have the noise Stop, or variate the speed.

    Emboss - Give a light source direction. Right now it defaults to the light being in the lower right corner of the image. This makes it completely useless for side scrolling games where the light source (eg, the sun) would be coming from above the game board.

    Blur- Combine horiz and vert blur into a single block. Make it so it is Horizontal, vertical, or BOTH. Trying to knock the high spots off an emboss is a real pain in the butt when you have to add 2 effect blocks every single time you want to do a "blur-all".

    Glow- Combine Horiz and Vert Glow so we add, and adjust BOTH at the same time.

    Render Normal map- with complete control over the RGB channels, so you can make Green up for Maya or Blue up for Blender materials. This one needs to be tileable as well.

    Render to color pallet- For making everything from CGA to early VGA games with a pallet. User supplies the pallet as a bitmap like NeoTextureEdit.

    TIA!

  • I also would opt for a 2D displacement shader. Would be fantastic to use a second sprite (with nested shaders?) to drive the displacement map for full flexibility.

    PS: Copying/Pasting Effects between Objects would be nice too   <img src="smileys/smiley2.gif" border="0" align="middle" />

  • PS: Copying/Pasting Effects between Objects would be nice too

    This.

  • Right now I could really use a shader that could flip part of the screen. In my specific case, I want to flip the top half of the screen vertically for a 2 player split screen game, so I don't have to configure every behavior differently for each player and flip every single object. Of course there would still be the horizontal flip problem, but it would be a lot easier to deal with.

  • Raicuparta I liked this idea and gave it a shot.

    1) Create an empty sprite.

    2) Scale and position this to the area you want to invert.

    3) Make sure it's z-layer is set to the top.

    4) Add the InvertSection effect.

    5) Bang your head against the desk because something goes terribly wrong when using 'Scale inner'.

    Edit: It should work in full screen if you adjust the window size/layout size of your project to match the aspect ratio of the device screen.

    FX File:

    // invertsection.fx
    precision lowp float;
    
    // User settings:
    uniform float vFlip;
    uniform float hFlip;
    
    // Texturing:
    varying vec2 vTex;
    uniform sampler2D samplerBack;
    uniform vec2 destStart;
    uniform vec2 destEnd;
    
    void main(void)
    {
        vec2 tex = vTex;
        if (1.0 == hFlip) tex.s = 1.0 - tex.s;
        if (1.0 == vFlip) tex.t = 1.0 - tex.t;
        gl_FragColor = texture2D(samplerBack, mix(destStart, destEnd, tex));
    }[/code:3qjc6yk9]
    
    XML File:
    [code:3qjc6yk9]<?xml version="1.0" encoding="UTF-8" ?>
    <c2effect>
         <id>invertsection</id>
         <name>Invert Section</name>
         <category>Distortion</category>
         <description>Invert a subsection of the screen about x-axis or y-axis.</description>
         <author>Edwin</author>
    
         <!-- Settings -->
         <extend-box-horizontal>0</extend-box-horizontal>
         <extend-box-vertical>0</extend-box-vertical>
         <blends-background>true</blends-background>
         <cross-sampling>true</cross-sampling>
         <animated>false</animated>
         
         <!-- Parameters -->
         <parameters>
              <param>
                  <name>Vertical Flip</name>
                  <description>Set to 1 if you want to flip vertically.</description>
                  <type>float</type>
                  <initial>0</initial>
                  <uniform>vFlip</uniform>
              </param>
              <param>
                  <name>Horizontal Flip</name>
                  <description>Set to 1 if you want to flip horizontally.</description>
                  <type>float</type>
                  <initial>0</initial>
                  <uniform>hFlip</uniform>
              </param>
         </parameters>
    </c2effect>[/code:3qjc6yk9]Edwin2013-11-21 04:02:29
  • Edwin There a bug it won't resize inverted section when we use fullscreen.

    Anyway, welcome here!

  • Joannesalfa Thanks.

    Bug appears to be fixed.

  • another +1 on coolernow's shadow cast!

  • A Pixel Scaling Shader would be awesome to apply over 8bit games.

    hqnx and xBR look great <img src="smileys/smiley20.gif" border="0" align="middle">

    The code hqx is already ported to JavaScript here and here

    Comparison of different Pixel Scalings

    Also, it looks like 2 researchers have come up with a new scaling algorithm called Depixelizing Pixel Art ... Looks awesome, but is not public <img src="smileys/smiley24.gif" border="0" align="middle">

    Info

    Multi Comparison 1

    Multi Comparison 2

  • Also, it looks like 2 researchers have come up with a new scaling algorithm called Depixelizing Pixel Art ... Looks awesome, but is not public <img src="smileys/smiley24.gif" border="0" align="middle">

    Info

    Multi Comparison 1

    Multi Comparison 2That's not really a scaling algorithm but a vectoriser, converting the source to splines. And that's also why it can't be done with a pixel shader (that's what C2's effects are).

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