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Shader requests

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Shader requests

Postby Hooray » Wed Nov 17, 2010 11:05 am

We have added a new page to the wiki titled Shader requests. This is intended to provide a place for people to post ideas related to new shaders for use in FlightGear.

But this is also meant to be place for aspiring shader developers to find interesting ideas for new shaders. In the past, these ideas were often spread over many different places, such as forum or mailing list discussions, and often ended up getting hidden rather quickly. So if you have ideas related to improving existing shaders or creating completely new ones, please add your ideas to the Shader requests page.

And if you are aware of any ongoing shader development efforts, please also add those there. Consequently, if you want to get started creating shaders for FlightGear, please make sure to check out this page.

I have already added a handful of ideas from the forum.
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: Shader requests

Postby fredb » Wed Nov 17, 2010 8:29 pm

Some more ideas ?
- sky / atmosphere scattering ( has implication on other shaders, and as far as I know, the sky dome can't have effects for the moment )

- other material types ( not all the world should have the "plastic" look of the OpenGL default shading equation ). Crops should have a fur-like lighting response. A first step has already occurred in the reflection shader that should have a metallic look. Research Cook-Torrance (should tell something to blender users) and Fresnel if you want references. First step here : http://wiki.gamedev.net/index.php/D3DBook:Lighting . Oren-Nayar should be perfect for seat fabric.

- geometry shader to transform points into huge number of billboarded trees (a la Outerra). The code should be modified to generate the set of points following the terrain in the first place, but something similar already exists to create night point lights.

- procedural runway markings, set on top a dumb concrete/asphalt/whatever texture/material

- post-processing effects (glow, motion blur, depth of field ) We already have redout/blackout, but could be enhanced by having a circular fading shape (you know when your field of view begins to shrink and you are not able to see on your sides) instead of a constant one
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Re: Shader requests

Postby fredb » Wed Nov 17, 2010 10:42 pm

By the way, Re: runway being wet, here is an excerpt of a discussion on the OSG list about shader composition that occured last july :
...
To clearify the aspect/feature override part mentioned above here's a different use case I have in mind. In a scene where it is raining you typically would want to show all material as being wet. This can be implemented at several levels of realism. For a quick start I would increase specular reflection and maybe darken diffuse in the top level StateSet. The darkening of materials could be made different for several materials in the scene simply by setting a different uniform darkening value. Some objects in the scene might implement wetness with a specular cubemap. In case of a road it might even contain puddles and use a planar reflection of the scene. All these shader pieces implement the aspect "wetness" in different ways, where higher fidelity implementations lower in the scene tree override the default implementation in the top level stateset. And in case you want to disable "wetness" for the whole scene it should be possible to do so at the top level stateset similar to how we are used to disable texturing, lighting etc.


As you may know, an effect in FG is a way to create custom StateSets so I find this example particularly relevant
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Re: Shader requests

Postby alva » Thu Nov 18, 2010 12:13 pm

Hello group,

Sorry, probably the wrong question at the wrong place:
Won't it be possible to make some visual transition from one terrain type to the next terrain type ?
The most significant being the coastline. A smooth "border" would be nice.

Thanks

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Re: Shader requests

Postby semaph0r » Thu Nov 18, 2010 11:43 pm

alva wrote:Hello group,
Won't it be possible to make some visual transition from one terrain type to the next terrain type ?
The most significant being the coastline. A smooth "border" would be nice.


I totally agree. Some waves at the coastline would be nice, too.
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Re: Shader requests

Postby Hooray » Fri Nov 19, 2010 1:23 am

semaph0r wrote:
alva wrote:Hello group,
Won't it be possible to make some visual transition from one terrain type to the next terrain type ?
The most significant being the coastline. A smooth "border" would be nice.


I totally agree. Some waves at the coastline would be nice, too.


You may want to check out: http://wiki.flightgear.org/index.php/Im ... FlightGear
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
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Re: Shader requests

Postby Toanphuc » Sun Nov 28, 2010 3:10 pm

I have some idea : distoration ( for behind nozzle area ) ,light bloom, parralax mapping, SSAO, raytrace or mirror reflection, HDRI format, volume light, real local light source , real refraction, GI illumination, aurora.
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Re: Shader requests

Postby erik » Sun Nov 28, 2010 3:28 pm

Toanphuc wrote:I have some idea : distoration ( for behind nozzle area.

That's already included in the F-16 and F-104.

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Re: Shader requests

Postby HHS » Sun Nov 28, 2010 3:51 pm

Oh, since we have the old heat effect from the old plib days back?
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Re: Shader requests

Postby erik » Sun Nov 28, 2010 8:41 pm

I'm not sure I ever saw that in action but the F-16 uses the Particle System (f16/Models/Effects/exhaust.xml)

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Re: Shader requests

Postby statto » Sun Nov 28, 2010 9:33 pm

Edge detection for oceanic coastlines in order to generate more realistic, perhaps fractally generated?, nicer coastlines with the potential for waves to break on shore.

Waterfall/Rapids shader for rapidly moving rivers. Will have to be a new landclass in the scenery but will allow scenery creators to enhance beautiful areas of the globe.
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Re: Shader requests

Postby Hooray » Wed Dec 01, 2010 12:01 am

folks: please add your ideas to the wiki, after all that's exactly the point of this new page ;-)
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: Shader requests

Postby planetacancun » Thu Mar 03, 2011 6:15 pm

Done posting for motion blur, bloom and HDR. Thanks!
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Re: Shader requests

Postby icecode » Tue Oct 25, 2011 3:34 pm

Added "Tessellation via geometry shaders (or fractals)".
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Re: Shader requests

Postby mr_no » Thu Jan 19, 2012 10:31 pm

"Ground close" effect.

Looking at a runway or ground from close you see a blurry texture. There's no difference than looking at it from 100ft or so up.
In RL when you get closer you see more details and by that determine that the ground is close so you can start flaring/landing.
This is especially evident when the runway is bigger and the textures more stretched. Just try KEDW Edwards airbase and see what I mean.

There should be an overlay texture/shader that shows dots or small stones or something like that, and that texture should NEVER stretch.
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