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Contents:
This in an extension of X3D that allows
to use shaders to define effects on 3D shapes, textures and lights.
You basically provide small pieces of shading language code that
will be seamlessly integrated with the engine internal shaders (and with each other).
This allows to create graphic effects using
the powerful shader langauges (like OpenGL Shading Language, GLSL, in case of Castle Game Engine).
Contrary to the traditional approach (using ComposedShader
node,
see shader component support),
our system allows to create the effects easily. There is no need
to replicate existing functionality (you don't have to reimplement existing lighting or texturing operations
in your shaders, if you don't want to modify them).
Your shader effects automatically cooperate with each other and with standard
rendering features.
The examples are available inside
our VRML/X3D demo models.
Download them, and look inside the subdirectory compositing_shaders
there.
Also the water
subdirectory contains water implementation
using our effects.
You can open the example models with any of our engine tools, like view3dscene.
I'm incredibly happy to note that we have two independent implementations of this concept now:
compositing_shaders_doc/
subdirectory.compositing_shaders/
subdirectory.Finally, if you're interested in more information, send me a mail. And be sure to investigate the examples mentioned above!
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Thank you to Paweł Wojciechowicz from Cat-astrophe Games for various graphics.
This documentation is also open-source and you can even redistribute it on open-source terms.