Redi2Go / PhotonicEngine

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Custom shaders support #36

Open nitanmarcel opened 4 months ago

nitanmarcel commented 4 months ago

Is there a way Photonic could have support for writing custom shaders instead of being based on BSL? Could have maybe some macro to define that the shader is made for Photonics, or have a prefix in the name.

I tried writing my own shader by renaming the shader to BSL but I hit a lot of missing definitions where I have no idea where to put. Managed to guess some of them, but most of the other definitions are missing from my shader.

Redi2Go commented 4 months ago

My end-goal is transforming Photonic into a shader-extension for Iris, so that everyone can easily write Raytracing-shaders for Mineraft.

Photonics forcefully replaces the entire gbuffers_terrain render pass with its internal render passes. You can find those internal shaders in Photonics.jar/META-INF/jars/Raytracing-1.0-SNAPSHOT.jar/shaders. There you can find 3 shader stages (gbuffer.frag, lighting.frag & post.frag).

I suggest starting to tinker around in post.frag and write some basic, easy post processing effects (like saturation, contrast, ...)

All shaders are in original form and have not been minimized/obfuscated. Have fun!

nitanmarcel commented 4 months ago

Thanks. I managed to load a default shader into photonics

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