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Water rippling vertex shader
 
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This vertex shader modies the height of vertices using a sinusoidal function. The vertex normals are calculated using the differentials of the height function. This vertex only ripples the water, the reflection is a combination of another shader. The wave's speed and height are parameters. With a more high poly water plane the shader looks better, altough in the video looks great, its because is very blurred :D. Also, the water texture is great. The engine is Virtools using HLSL.
Views: 6580 maurstube
Ripple Fragment Shader
 
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Written in C with OpenGL 2.0 (GLSL) and GLUT This builds a 3D box crate interior scene. When a ball is thrown at one of the walls, it causes a splash-ripple effect that propogates across the wall and adjacent walls. Up to 8 collisions may influence the ripple effect at one time. The ripple waves taper off in amplitude and speed as they progress further from the collision and as time goes on. The program operates with openGL 2.0 and GLUT. Contact me and I will send you a zip file with the source code.
Views: 696 Ryan Kophs
OpenGL GLSL Water Ripple Effect - Parallax mapping, Blinn-phong shading model
 
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UHK FiM Computer Graphics 3 (PGRF3) project. Postprocessing, first step height texture, second step normal texture, third step implement texture on object (GRID) with blinn-phong lighting including parallax and normal mapping, fouth step drawing of light source in scene. Music: Depeche Mode - Strangelove
Views: 1172 ThenRacker
ANIMATING WATER WITH A FRAGMENT SHADER IN IOS8
 
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New tutorial on our DevBlog: ANIMATING WATER WITH A FRAGMENT SHADER IN IOS8 read full BlogPost: http://www.free-pobo.com/animating-water-fragment-shader-ios8/
Ripple Water Shader - Unity CG/C# Tutorial [Part 1/3]
 
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I am Peer from Peerplay, making videogames. Through these videotutorials I hope to share my knowledge in order to help others. Donwload Link to sourcefiles in UnityPackage: http://peerplay.nl/ripple-water-shader/ If you like these tutorials, please consider a small donation. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=78FVZBEA22BEJ ------------------------------------------------------------------------------------------------ The tutorial was written for Unity4. The sourcefiles work for Unity 5! Instructions to get this shader to work on Unity5: struct Input { float2 uv_MainTex; float3 customValue; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); v.vertex.y += value; o.customValue = value; } void surf(Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = _Color.rgb; o.Normal.y += IN.customValue; }
Views: 36584 Peer Play
reaitime webcam water ripple
 
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ripple test 1 openframeworks glsl
Views: 215 Takashi Suzuki
Ripple Water Shader - Unitypackage content
 
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A demo video of the unitypackage content, of Ripple Water Shader. Link to tutorial: http://www.youtube.com/watch?v=UfX9dzhBhg0 Link to unitypackage: http://peerplay.nl/ripple-water-shader/
Views: 848 Peer Play
Ripple Effect GLSL
 
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Post Process
Views: 428 Raster Ron
Ripple Shader
 
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Views: 91 Fernandaa a
Fragment Shader Test
 
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Testing Evolved's shaders, it works really well. Very atmospheric!
Views: 987 nackidno
OpenGL water ripples with reflection
 
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This is a work-in-progress app for Interactive3D assignment for my uni. It shows real-time water ripple generation with reflections rendered using OpenGL. All the wave physics calculation is done in custom vertex and fragment shaders as well as reflection image displacements. More info: http://ivanleben.blogspot.com/2008/03/water-reflections-with-opengl.html
Views: 20499 ivanlebenau
reaitime webcam water ripple2
 
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ripple test 2 openframeworks glsl
Views: 178 Takashi Suzuki
Wave Ripple Pixel Shader
 
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Demonstration of my Pixel Shader work - October 25th, 2012 ** Apologies for video stutter, it's the recording software not the shader :) ** Shader coded in HLSL, DirectX 9, Shader Model 2.0, limited to 64 instructions per pass Operates in eight passes. Six passes to generate wave map, one per ripple channel. One pass to bake caustic effects into a base texture. Final pass for reflections and compositing. Near-zero GPU utilization at 1920x1080, 60fps on a modern desktop (Radeon 6850). But, very chuggy on an older laptop (Intel Express Series 4 Chipset). Recording software had a lot of trouble recording this, so it's greatly downsampled. Send comments, questions, or consulting offers :D Thanks for watching.
Views: 1030 Michaelson Britt
OpenGL Water Tutorial 8: Soft Edges (FINAL)
 
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Final episode of the tutorial series about programming 3D water using OpenGL! Smoothing up those hard water edges this week! DuDv Map and Normal Map: https://www.dropbox.com/sh/z21kj5s448vzfql/AADy_KocZ6gDgK1lYjv7_SBAa?dl=0 Conversion Code: https://www.dropbox.com/s/4b0xv8crvn68ip5/Conversion%20Code.txt?dl=0 Conversion Explanations: http://web.archive.org/web/20130416194336/http://olivers.posterous.com/linear-depth-in-glsl-for-real http://stackoverflow.com/questions/6652253/getting-the-true-z-value-from-the-depth-buffer gl_FragCoord: https://www.opengl.org/sdk/docs/man/html/gl_FragCoord.xhtml One thing I didn't mention: if you want to make deeper water look murky then you can add something like this into the fragment shader: refractColour = mix(refractColour, murkyWaterColour, clamp(waterDepth/60.0, 0.0, 1.0)); Common Problems: -If the edges of the water quad look a bit glitchy and jagged (especially when you zoom out with the camera) then you may have a problem with the precision of the depth buffer. This can be fixed by increasing the NEAR_PLANE value of your projection matrix in the MasterRenderer, or by changing "new PixelFormat()" to "new PixelFormat().withDepthBits(24)" when creating the display. Series Overview: 1. Introduction 2. Rendering to textures 3. Clipping planes 4. Projective texturing 5. Du Dv Maps 6. Fresnel Effect 7. Lighting 8. Depth Effects Tumblr: http://thinmatrix.tumblr.com/ Facebook Page: https://www.facebook.com/thinmatrix Instagram: http://instagram.com/thin_matrix Twitter: https://twitter.com/ThinMatrix Pinterest: https://uk.pinterest.com/thinmatrix/ Check out my game on IndieDB: http://www.indiedb.com/games/socuwan Contact me: [email protected] End of video music- Kai Engel, "Waking Stars": http://freemusicarchive.org/music/Kai_Engel/Evening_Colors/01_-_Waking_Stars
Views: 22494 ThinMatrix
Tiling Rain Ripple Shader (Vertex Paint)
 
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Vertex painting using the red channel to control where the rain is added. Breakdown: http://stevenskidmore.com/shaders_rain.html This is a shader inspired by the shader I created for Darksiders II's Earth level. Being restricted in memory on DS2, I was only able to fake perceived water droplets on the ground with simple dots, but for this shader I have utilized a 4-way tiling animated normal map of a ripple added on top of a heighmap blended liquid shader. Brick texture created by Adam Pitts www.stevenskidmore.com
Views: 7082 Steven Skidmore
correct OpenGL water refraction
 
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Physically correct opengl water refraction, using geometry and fragment shaders and raycasting.
Views: 26460 heeen2
reaitime webcam water ripple3
 
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ripple test 3 openframeworks + glsl + cubemap + projectionmap + phongShading
Views: 353 Takashi Suzuki
Ripple Shader
 
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Views: 245 Diana Liadz
Godot Engine: 2D Water Reflection (Fragment Shader)
 
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"2D Water Reflection" is a minimal toy implementation by fragment shader. Простейшая 2D реализация отражения в воде с помощью фрагментного шейдера.
Views: 1544 Airvikar
Prototype water shader
 
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Water to accompany the terrain described at http://casual-effects.blogspot.com/2014/04/fast-terrain-rendering-with-continuous.html
Views: 7279 Morgan McGuire
Ripplelicious
 
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Using Kinect to manipulate time and space. This is a WPF application using the Kinect SDK to track limbs, which are used to control a ripple effect pixel shader.
Views: 1586 BasWasAlBezet
🔴 [LIVE] 2d Water Shader Experiments in Godot 3
 
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Let's have fun with shader programming! I'll be experimenting and commenting live, working on a 2d shader by Baastian Olij. First stream from Japan! It'll likely be a little short. ---- The Godot 3 course (early access) is on https://gumroad.com/gdquest Free Godot tutorials: https://youtube.com/playlist?list=PLhqJJNjsQ7KEr_YlibZ3SBuzfw9xwGduK Free tutorial sources on Github: https://github.com/GDquest/Godot-30-days-tutorial-challenge-2017 This video is supported by: - Gamblify: https://www.gamblify.com/ - Pineapple Works: http://pineapple.works/ - Echo86: http://www.echo86.com/ Subscribe for more tutorials! https://youtube.com/c/Gdquest?sub_confirmation=1 Twitter ► https://twitter.com/NathanGDquest Facebook ► https://facebook.com/gdquest Music: - Lifeformed, Fastfall https://lifeformed.bandcamp.com/ - Zircon, http://zirconmusic.com/
Views: 2042 GDquest
Water Shader in OpenGL & GLSL
 
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Water Shader in OpenGL & GLSL - http://zolomon.com Implementation details: http://http.developer.nvidia.com/GPUGems/gpugems_ch01.html
Views: 20531 Bengt Ericsson
LibGDX water ripple effect
 
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Water ripples on LibGDX
Views: 998 Budlo Coder
Some Basic Fragment Shader Effects
 
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A simple implementation of a Vertex shader using cosine and sin function along with some simple postprocessing pixel shaders.
Views: 2647 David Whelan
OpenGL FFT Ocean Water Tutorial #2 | Frequency Domain
 
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In this second video of the Tutorial series about Ocean Water Rendering with the Inverse Fast Fourier Transform I explain the computation and storage of the time-dependent frequency domain for the FFT. I give a short overview about the whole algorithm and provide an insight into the GLSL Compute Shaders where we compute and render the Fourier components into a texture. https://github.com/oreonengine/oreon-engine
Views: 4979 OREON ENGINE
Fragment Shader Example - Interactive 3D Graphics
 
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This video is part of an online course, Interactive 3D Graphics. Check out the course here: https://www.udacity.com/course/cs291.
Views: 1569 Udacity
Ripple Shader
 
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Ripple Shader criado para aula de animação 3D
OpenGL Water Tutorial 5: DuDv Maps
 
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Tutorial series about programming 3D water using OpenGL! Using DuDv maps this week to make our water look like it's rippling! Code Snippet: textureCoords = vec2(position.x/2.0 + 0.5, position.y/2.0 + 0.5); Download the DuDv map: https://www.dropbox.com/s/h7zp0w24zmpp2op/waterDUDV.png?dl=0 Rough Schedule (subject to change): 1. Introduction 2. Rendering to textures 3. Clipping planes 4. Projective texturing 5. Du Dv Maps 6. Lighting 7. More Lighting 8. Fresnel Effect 9. Soft Edges 10. Depth Effects Tumblr: http://thinmatrix.tumblr.com/ Facebook Page: https://www.facebook.com/thinmatrix Instagram: http://instagram.com/thin_matrix Twitter: https://twitter.com/ThinMatrix Pinterest: https://uk.pinterest.com/thinmatrix/ Check out my game on IndieDB: http://www.indiedb.com/games/socuwan Contact me: [email protected] End of video music- Kai Engel, "Waking Stars": http://freemusicarchive.org/music/Kai_Engel/Evening_Colors/01_-_Waking_Stars
Views: 17487 ThinMatrix
Godot Game Engine - Basic Water (Spatial-) Material
 
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A basic water material for the Godot Engine 3.x. The example material and all the used resources can be found on github: https://github.com/Maujoe/godot-basic-water-material And in the Godot Asset Library soon... Music: "Andreas Theme" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ "Teller of the Tales" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Views: 3233 Maujoe's Medley
Ripple Shader
 
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Views: 43 Mayara Gomes
HTML5 2D Canvas Fragment Shader: Feature Request GLSL
 
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2D special effect demo done in HTML5 for games: Wouldn't it be nice if there was a way to specify our own custom fragment shader in HTML5 canvas? More specifically, I would like to be able use a CanvasRenderingContext2D instance (not WebGL), and use my own .glsl shader program. This video demonstrates a simple, yet appealing visual effect that is very expensive to do in software (by manipulating each pixel in the canvas context after each frame is rendered), but would be trivial using a custom shader. This demo/tutorial shows Capcom's Mega Man running around in the rain. We make use of HTML5 Audio for a more dramatic effect... then at the click of a button, the scene is rendered different - a lighting effect makes the background render all white, and the foreground all black. Pretty cool, don't you think?! In order to make this work, I extend the CanvasRenderingContext2D class so it allows me to store various functions, which I then run as a *post process* function to add the effect I want. Support us by voting on my feature request on Chromium so this feature can be added to Google Chrome (and hopefully other HTML5-friendly browsers): https://code.google.com/p/chromium/issues/detail?id=305455&thanks=305455&ts=1381286153 Live version of the demo: http://www.html5voodoo.com/rain *UPDATED* - For those interested in learning how I built that demo, here's a tutorial series where I walk through the code behind that thunder effect http://www.youtube.com/playlist?list=PLGJDCzBP5j3xq783ZEM9oIDhmjbRBgMps Copyright (c) 2013 Rodrigo Silveira http://www.rodrigo-silveira.com
Views: 3271 Easy Learn Tutorial
Unity Water Shader 2D
 
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Get the source on https://github.com/real-marco-b/unity-water-shader2d, check out my blog https://real-marco-b.github.io
Views: 4468 Marco B.
Diffuse Light Fragment Shader
 
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Shows calculating diffuse light in a fragment shader. Diffuse lighting looks better when done in the fragment shader, but diffuse light is most costly in a fragment shader.
Views: 4399 Jamie King
Raindrop Ripple Shader
 
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Surface shader in Unity
Views: 107 Jenny
fragment shader
 
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Views: 995 Alan Greenblatt
02 - Working of a Shader (Shaderdev.com)
 
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Full Course available on: http://shaderdev.com
Views: 7832 Chayan Vinayak
2D FX - Water Ripple (Test)
 
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A basic Water Ripple test, designed and animated in Adobe Flash
Views: 3245 David Shellard
Water vertex shader reflection
 
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This is a demo of a vertex shader that uses a additional pass to render the object under the mirrored plane. (is not the traditional render to texture method). It also includes a fake fresnel factor to modify the alpha in function on the camera angle. The plane clipping method isnt good at all, but its enough for simple scenes. PD: The ligth shader used is a simple implementation of Phong model.
Views: 4088 maurstube
Writing Your First Shader In Unity - Displacing Vertices and Clipping Pixels [7/8] Live 2017/6/21
 
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Watch this video in context on the official Unity learn pages - http://www.unity3d.com/learn/tutorials/topics/graphics/displacing-vertices-and-clipping-pixels In this live training session we will learn the fundamentals of authoring shaders for Unity and you will learn how to write your very first shader. In this episode we will learn how to discard certain pixels in the vertex function for a cutout effect and move our vertices in the vertex function to create rippling displacement effects.
Views: 10708 Unity
Passing Data from Vertex to Fragment Shader
 
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Uses OpenGL graphics pipeline to show how to pass interpolated data from the vertex shader to the fragment (pixel) shader. Uses the GLSL layout and location modifiers.
Views: 11951 Jamie King
Some water.. but GLSL!
 
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A water shader test! (OpenGL GLSL) There's a background texture, and two normal textures for water surface, that are interpolated continuously. Normal mapping is performed for water textures
Views: 1875 MrDukeCarl
Vertex or Fragment Shader? - Interactive 3D Graphics
 
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This video is part of an online course, Interactive 3D Graphics. Check out the course here: https://www.udacity.com/course/cs291.
Views: 231 Udacity
Fragment shader raytracer
 
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A hardcoded raytracer with 1 plane, 1 sphere, 1 light, 1 shadow and 1 level of reflections implemented in a fragment shader.
Views: 2393 Tom-Robert Bryntesen
Dynamic Water with GLSL
 
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This is a project I did for my Real Time Rendering class back in the day. It's GLSL shaded water that takes into account reflection and refraction to make the composite water surface, then uses a scrolling normal map to cause the ripple effect. Note that the video recorder I used dropped the framerate from about 170 FPS down to 50-60 FPS lol. This is a video supplement to the portfolio on www.aboutjeff.com
Views: 400 Jeffrey Cochran