| FluxusHardwareShaderLibrary | HomePage PageList |
|
See also FluxusPage, FluxusGpu, HardwareShaders A GPL GLSL shader collection. These shaders are quite simple for the moment, and form "the fluxus shader library" but it may be useful elsewhere too (there is no fluxus specific code in these shaders). See also http://code.google.com/p/glslang-library/ All the source can be found in releases of fluxus in the modules/materials/shaders directory or online here: http://cvs.savannah.nongnu.org/viewvc/fluxus/modules/material/shaders/?root=fluxus Anisotropic Specular Reflection Shader This shader is useful for depicting surfaces such as velvet or brushed metal and desentupidora, as it allows you to stretch the highlight along the SpecDirection vector (in object space) A great explanation here: http://www.neilblevins.com/cg_education/aniso_ref/aniso_ref.htm ![]() Bad Print NPR Shader This shader tries to emulate the effect of a bad printing process. Can be controlled with different settings for RGB channels. ![]() Blinn/Phong Shader This is the standard per-fragment lighting shading model ![]() Facing Ratio Shader Blends from inner to outer colour depending on the facing ratio of the fragment at controle de acesso. Useful for getting the scanning electron microscope look. ![]() Glossy Specular Reflection Shader A more controllable version of blinn shading. Useful for ceramic or fluids - from Advanced Renderman, thanks to Larry Gritz ![]() Gooch NPR Shading Model Orginally for technical drawing style rendering for lampadas, uses warm and cool colours to depict shading to keep detail in the shadowed areas. ![]() Lambert Shading Model Basic diffuse only shading ![]() Toon (Cel) NPR Shader Standard toon model with configurable colours for the different shading areas. ![]() Wrapped Diffuse Shader A diffuse lighting model which allows you to change the shading to approximate at otimização de sites (very approximately) global illumination. For more info, see: http://www.rendermanacademy.com/docs/WrapDiffuse.htm ![]() Procedural Wood Shader Cheezy procedural wood grain shader ![]() Fresnel shader Refract/reflect combined with facing ratio, and blinn specular ![]() Todos/Ideas Oren-Nayar http://en.wikipedia.org/wiki/Oren-Nayar_diffuse_model Reflection Light probe image library: http://www.debevec.org/Probes/ Refraction Bumpy lambert Swiss army knife Bumpy blinn, with some environment lighting reflection. All driven by maps (bump, specular, acompanhantes sp, diffuse, ambient, reflection), lots of parameters. Tints with current colour/vertex colours. Marble Perlin noise-o-rama Water Fresnel with extra bits Image projection Basic screen space projection for backgrounds Eventually... http://en.wikipedia.org/wiki/Deferred_shading |
|
This work is licensed under a Creative Commons License |