by toneddu2000 » Tue Mar 28, 2017 3:12 pm
Hello guys! It was quite a lot that I had the idea to create some code that showed the muscles underneath GLSL's post processing and shader support in FTE, so.. here it is!
When I was creating the skeleton of the project I asked myself: "What if I create a project without neither models, maps, nor textures, just procedural models and GLSL shaders?"
The idea behind this GLSL showreel is double face: the project (that lives in this page, with no additional physical contents, except for sounds files) and a mini-tutorial that explains how GLSL shaders and postprocessing are possible with FTE engine. Yeah, I know, mini-tutorial part is a bit lame, but, for now, it's the maximum I can do. If you have any input to share, please post it below and I'll add it with your credits
This is . It's not wonderful but I liked it for many reasons, first of all is that, for creating it, you'll need just the pieces of code I'll write in this topic: that's it, no 3d models, no textures, no maps! Crazy, isn't it? Well, let's see..
CSQC Warning: this mini-tutorial requires basic/mid knowledge of CSQC to understand it (otherwise you can just follow the steps and obtain the final project anyway, but that's half of the fun imo..)
a
License warning: GLSL showreel code is 100% written by me (Antonio Latronico) and placed under , so you can do basically what you want with it without any kind of restrictions, BUT (and this is very important) every GLSL file present in this mini-tutorial is not written by me (I downloaded from and "just" adapted to FTEism GLSL syntax), so you MUST pay attention to every GLSL file license header to be sure to credit every single author to avoid license infringement (unfortunately, 70% of GLSL files are released under CC non commercial license, so, forget about using those files for commercial projects..ugh..)
Nomenclature warning: When I talk about a shader, I describe .shader files stored in scripts subfolder in game data folder, when I talk about a GLSL file I mean glsl files in glsl subfolder in game data folder
GLSL files external licenses:
Overcast Sky
author: CaliCoastReplay
Warp Speed
author: David Hoskins 2013.
Synthetic aperture
author: FabriceNeyret2
Tileable Water Caustic
author: David Hoskins
Post Processing effect: ASCII
author: mattdesl
Post Processing effect: Black&White
author: lezard
Post Processing effect: Bloom
author: mAlk
Post Processing effect: Barrel Blur Chroma
author: hornet
Post Processing effect: Fast, Small-Radius GPU Median Filter
author: Morgan McGuire
Post Processing effect: GLSL depth of field (used as Motion Blur)
author: martins upitis
Last edited by
toneddu2000 on Fri Mar 31, 2017 11:12 am, edited 2 times in total.
- my first commercial game, made with FTEQW game engine