I'm looking for a few programmers and maybe an artist who want to get their hands on some free stuff in return for a little bit of work. I'm putting together a pack of HLSL ( .fx format ) shaders which I hope to sell when it's complete. They will be material-based shaders, as opposed to scene shaders. So I'll be covering normal mapping, parallax mapping, probably a few terrain shaders, lightmapping, texture blending, whatever else I can think of. I have a couple of really clever ideas for shaders I haven't seen anyone do yet too, if I can manage to implement my ideas.
I'm looking for programmers who have experience of shaders in the graphics engine of their choosing. I will supply them with a demo shader ( probably something simple like a shader to apply a texture map and a normal map with two or three colored light sources and specular highlights and ask them to make whatever changes are necessary to make it usable in their engine of choice, document and explain the changes, and write me a little demo. The demo won't need to be much. a cube or sphere rotating with the light sources moving around and the maps applied shouldn't take more than a few moments.
The point is, I don't want to sell a pack of shaders and then people have trouble using them in their engine. I know every engine is different, and even complete working shaders are not 100% plug and play so I'd like one documented example for each of the major engines. I'm thinking TV3D ( I could do this myself, but I'm very busy so if someone else offers, they're welcome to save me the time and grab a free pack of shaders ) and Ogre, Irrlicht, whatever else you guys are using I guess. It doesn't have to - in any way - use Blitz. If you wanna do the Irrlicht demo in Delphi or the Ogre demo in VC++ I don't give a hoot.
In return for your documented changes, converted shader and compiled demo, you get the complete pack for free when it's done.
If the pack isn't good enough to sell or anything like that, anyone who helped still gets all the shaders, and I've already got some nice shaders here so I don't think you'll miss out whatever happens.
Drop me an email if you're interested and tell me what engine you're going to do for me. I'll probably have the sample shader ready some time tomorrow and the pack won't be finished for quite some time yet so you'll have plenty of chance to get to work. I should stress that it really does need to be people with plenty of experience with HLSL shaders. These shaders are going to need modifying for your engine. You will either have to adjust semantics or at least pass values to semantics from your engine, and you may well have to make other adjustments ( for example switching matrix components if the axis order doesn't match up or something like that. ) So forewarned is forearmed and all that, I need people who can do this makes the changes themselves and not make me do all the hard stuff or I might as well take a few more weeks off work and figure out all the engines myself.
Questions can be asked here or in email, whichever suits.
I'm looking for programmers who have experience of shaders in the graphics engine of their choosing. I will supply them with a demo shader ( probably something simple like a shader to apply a texture map and a normal map with two or three colored light sources and specular highlights and ask them to make whatever changes are necessary to make it usable in their engine of choice, document and explain the changes, and write me a little demo. The demo won't need to be much. a cube or sphere rotating with the light sources moving around and the maps applied shouldn't take more than a few moments.
The point is, I don't want to sell a pack of shaders and then people have trouble using them in their engine. I know every engine is different, and even complete working shaders are not 100% plug and play so I'd like one documented example for each of the major engines. I'm thinking TV3D ( I could do this myself, but I'm very busy so if someone else offers, they're welcome to save me the time and grab a free pack of shaders ) and Ogre, Irrlicht, whatever else you guys are using I guess. It doesn't have to - in any way - use Blitz. If you wanna do the Irrlicht demo in Delphi or the Ogre demo in VC++ I don't give a hoot.
In return for your documented changes, converted shader and compiled demo, you get the complete pack for free when it's done.
If the pack isn't good enough to sell or anything like that, anyone who helped still gets all the shaders, and I've already got some nice shaders here so I don't think you'll miss out whatever happens.
Drop me an email if you're interested and tell me what engine you're going to do for me. I'll probably have the sample shader ready some time tomorrow and the pack won't be finished for quite some time yet so you'll have plenty of chance to get to work. I should stress that it really does need to be people with plenty of experience with HLSL shaders. These shaders are going to need modifying for your engine. You will either have to adjust semantics or at least pass values to semantics from your engine, and you may well have to make other adjustments ( for example switching matrix components if the axis order doesn't match up or something like that. ) So forewarned is forearmed and all that, I need people who can do this makes the changes themselves and not make me do all the hard stuff or I might as well take a few more weeks off work and figure out all the engines myself.
Questions can be asked here or in email, whichever suits.