I noticed that my custom unit shaders code has started to diverge greatly from the engine's modelfragprog and modelvertprog.glsl
Engine shaders:
https://github.com/spring/spring/blob/d ... gProg.glsl
https://github.com/spring/spring/blob/d ... tProg.glsl
BAR shader:
http://imolarpg.dyndns.org/trac/balates ... efault.lua
Would it be recommended to rebase the customunitshaders on the newer engine shaders?
Also, could anyone who knows of an implementation of custom feature shaders link to one? I would very much like to play around with it.
Custom Unit/Feature Shaders rebasing on Engine Shaders
Moderator: Moderators
Re: Custom Unit/Feature Shaders rebasing on Engine Shaders
The engine shaders are just a basic reference to how rendering was done in 2005 with MRT support tacked on, diverging from them is rather encouraged (especially for games that do any post-processing tricks). To move from deferred lighting to a full deferred shading Lua pipeline in 101 I'd start from scratch.
There are no Spring.FeatureRendering examples out yet, but hopefully (it's easy) people will clean up and generalize CustomUnitShaders into CustomObjectShaders soon.
There are no Spring.FeatureRendering examples out yet, but hopefully (it's easy) people will clean up and generalize CustomUnitShaders into CustomObjectShaders soon.
Re: Custom Unit/Feature Shaders rebasing on Engine Shaders
Custom Object Shaders? The unity approach?
Re: Custom Unit/Feature Shaders rebasing on Engine Shaders
@Feature Shaders: I'm working on it, was just slacking a bit these days 
It should appear here: https://github.com/gajop/Custom-Unit-Shader-Framework . I'll update this thread once it does.
For now I've added shader support for unit death animations (after UnitDestroyed and before RenderUnitDestroyed callins).

It should appear here: https://github.com/gajop/Custom-Unit-Shader-Framework . I'll update this thread once it does.
For now I've added shader support for unit death animations (after UnitDestroyed and before RenderUnitDestroyed callins).
Re: Custom Unit/Feature Shaders rebasing on Engine Shaders
Thanks to some feedback from kloot, I managed to add the custom feature shader support to the framework, and also a README on how to try it out. Now waiting on jk to merge the PR.
I've noticed BA(R) uses a slightly different gadget (with deferred rendering shaders and other minor things). Do BAR devs think this should be merged upstream? Should be trivial and maybe make it easier to merge my latest changes.
I've noticed BA(R) uses a slightly different gadget (with deferred rendering shaders and other minor things). Do BAR devs think this should be merged upstream? Should be trivial and maybe make it easier to merge my latest changes.