Facepunch / garrysmod-requests

Feature requests for Garry's Mod
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Custom shader implementation #339

Open Dgrouse96 opened 10 years ago

Dgrouse96 commented 10 years ago

An easy way for custom shaders to be implemented/included and networked. Make a sexy looking garrysmod.

neico commented 10 years ago

you mean something like the Shader Editor? https://developer.valvesoftware.com/wiki/Source_shader_editor

robotboy655 commented 10 years ago

Lol, this couldn't get any more vague.

Dgrouse96 commented 10 years ago

Yes, shaders created in source shader editor such as post-processing or material shaders that are put in the gmod directory, automatically or lua based get included into the game. Servers can send clients the shaders required perhaps with lua, basically like any other file such as a texture or material.

ghost commented 8 years ago

This is a ludicrously old request, but something I'm very willing to back.

https://developer.valvesoftware.com/wiki/SourceShaderEditor/Basic_usage

Since it's out of the question to upgrade Garry's Mod to any of the newer engines because of the amount of work that goes into it, what could be done is implementing something like Source Shader Editor into Garry's Mod to allow for custom shaders. These shaders, in turn, can achieve some of the same features people would want from the newer engine banches (SSAO, for example), and also take advantage of the shader editor by implementing their own takes on already implemented shaders like Bloom and DOF. That also goes without mentioning the endless amounts of shaders that aren't in the game that can help mask the outdatedness of Garry's Mod and allow developers to get past the limitations of GLua.

It would of course take some work for implementation, but it's just another choice that can be made - an alternative to moving up branches or doing nothing. Or perhaps there could be a Garry-branded solution that allows custom shaders. Either way, I and other developers would love for it.

60percentCaffeine commented 7 years ago

Any progress?

looterz commented 7 years ago

Still the feature I'd like to see most some day. Tobba made some good progress with gmcl_shader but the link to the source code has gone down since that time.

CupCakeR commented 1 year ago

@looterz Still the feature I'd like to see most some day. Tobba made some good progress with gmcl_shader but the link to the source code has gone down since that time.

Sorry for bumping this issue but it's still available through archive.org

https://web.archive.org/web/20160717091048/https://facepunch.com/showthread.php?t=1224919 https://web.archive.org/web/20160717091048/https://dl.dropbox.com/u/4838268/gmcl_shader.zip https://web.archive.org/web/20160717091053/https://dl.dropbox.com/u/4838268/gmcl_shader_win32.dll

NathanX-S commented 4 weeks ago

Shaders are just as essential as particles/materials. Which we both have in lua. https://github.com/devonium/EGSM This exists and I'm sure they'd be more than happy for the code to be integrated into the base game. @robotboy655 Why is this a won't add? :/ Shaders are extremely performant, something Garry's Mod as a whole struggles with.

garryspins commented 4 weeks ago

Custom shaders would be the most impactful change since 2013, entirely opening up new possibilities for everyone. The fact they havent been added already is a shame. Add custom shaders :] Its very clearly not impossible or even all that complicated from these modules sources, make it happen. The entire community would thank you 10000000x over.

marchc1 commented 3 weeks ago

+1, there are so many use cases for custom shaders. I've been wanting them for years along with other developers I talk to.

I know it's easier said than done, and I know this game is not exactly Facepunch's future, but I think this is worth implementing, given there's already open-source code to do it and how far-reaching this could be for client performance (which, as @NathanX-S said, Garry's Mod struggles with).

Not to mention that server operators can't exactly tell clients to install these modules per the Server Operator Rules, which is understandable and I'm not saying is a bad thing, but it means that realistically even though these things exist as open-source solutions, they can't be utilized at all beyond a private cool factor.

KingDavidW commented 3 weeks ago

Along with the above, the mechanism has to exist in some form because source already support the game_shader_dxN.dll loading with mod files. Perhaps that API could just be extended?