of     1   

numtrixsweetcaik
#198182031Saturday, September 10, 2016 3:02 PM GMT

The four Instance classes that made GLSL shader effects were pretty amazing. Now what if you could make simple custom shaders to parent with Parts and Cameras? Add a new ShaderScript class, which will inherit a BaseScript, and run GLSL on initialize, and then add a category to Library called Shaders, and you could make it a lot easier to make custom shaders, like Toon Shaders, ACID shaders, and 3D Parallax shaders. For example, generically render the part like this: > uniform vec3 normal; // to represent the part's normal vector > uniform vec4 color; // to represent the part's BrickColor > uniform samplerCube back; // to represent the cubemap of the part's surroundings > uniform samplerCube decals; // to represent the decals or textures, and render the SurfaceGui contents > uniform vec3 position; // to represent the part's absolute location > uniform mat3 rotation; // the rotation matrix of the part > varying vec3 lookVector; // the look vector of the given coordinate > > void RobloxMain(out vec4 FragColor, in vec2 FragCoord) { > float d = dot(normal, normalize(vec3(1.,1.,1.))); > vec3 color2 = color.rgb*d; FragColor = vec4(color2,color.a); > } And add methods like: script:IsValid() - on LocalScript, returns whether the client's graphics card supports shaders script:IsError() - on LocalScript, returns whether the shader has an error, and on Script, returns whether the shader has a compilation error, then returns the GLSL error message, if any script.Enabled - whether the shader renders (set to false to use Roblox shader) and events like: script.ErrorThrown(line, error) - fired when the GLSL shader returns an error Because this feature can slow down or crash the game (unless a Roblox Script Not Responding message shows up) it may take awhile before it is implemented.
Zifto
#198182190Saturday, September 10, 2016 3:04 PM GMT

I'm an idiot who doesn't know scripting. Can you summarize this for me, please?
Harbynger
#198182759Saturday, September 10, 2016 3:13 PM GMT

' GLSL shader effects ' It's actually HLSL, because Microsoft, by the way. I wish it was GLSL. This is asking for native support for ROBLOX to allow us to write shaders and put them in places. This means we could more or less make things look *really nice* without asking ROBLOX to do it for us... and have ROBLOX have graphics in all sorts of different directions and whatnot. He's basically saying, more or less, "Let us do the shaders ourselves so we can make games look really nice." If you don't know what shaders do... Here is a technical explanation: Shaders are a high level construct which compile at run-time of a 3D application. They are usually distributed with the game in one way or another. These shaders are compiled to whichever graphics card you are using - a script for CUDA on NVidia, and raw Stream assembly for AMD. These scripts then execute on the graphics card while they are running the game, and do things such as assign colors, preform arithmetic, manipulate triangles, distort the image, and so on. If that's too complicated for you (somehow), try this: https://www.youtube.com/watch?v=jMFUSqS7ipc >cd /ReactOS/ && rmdir /System32/ && echo "Get slam jammed kid"
batistapowerbonbtla
#198183886Saturday, September 10, 2016 3:33 PM GMT

Won't happen. Rocrap needs to be simple for the eight year olds.
MrVakoda
#198185292Saturday, September 10, 2016 3:55 PM GMT

well nobody is saying they have to use it :v
Venturianbother
#198186458Saturday, September 10, 2016 4:16 PM GMT

That would super hard and When did We all go full on scripting and don't Even understand What it is saying and ROBLOX already did that. that be useless, unless you be Making a detailed place
Harbynger
#198186631Saturday, September 10, 2016 4:19 PM GMT

C-like languages aren't even hard to read or understand what >chdir /ReactOS/ && rmdir /System32/ && echo "Get slam jammed kid"
HalfPinky456
#198186805Saturday, September 10, 2016 4:22 PM GMT

support nothin' like a good argument ¯\_(ツ)_/¯
DoAnAileronRoll
#198187303Saturday, September 10, 2016 4:31 PM GMT

Support
Venturianbother
#198187386Saturday, September 10, 2016 4:33 PM GMT

...
DoAnAileronRoll
#198203851Saturday, September 10, 2016 8:46 PM GMT

"That would super hard" No it wouldn't. Even if they're worried about HLSL and GLSL, and how macOS (because it's Apple) uses Metal instead of DirectX, they can simply create a further abstract language that compiles to HLSL or GLSL, which then is compiled by DirectX and OpenGL/Metal, respectively. C-like languages, such as C++, Java, C itself, D, JavaScript, Lua, etc. etc. are VERY easy to understand. You want hard, try something that isn't C-like, like Pascal or Python or something. THAT is hard. "and don't Even understand" Huh? "What it is saying" That's very basic GLSL. You have a vertex shader for the raw points, and you have a fragment shader for fragments which are translated into 2D and then produced on-screen. "and ROBLOX already did that" Yeah, they bothered Arseny Kapouicantspellanything (zeuxcg) to eventually get on it. He's great at what he does, but seriously, you can't seriously expect one person to solve every single problem in the world. (Okay, now I'm being a hypocrite, but whatever.) "that be useless" Good luck having custom effects and making true particles AND ACTUALLY UTILIZING THE GPU. "unless you be Making a detailed place" Uh, no? You can use GLSL/HLSL to re-implement ROBLOX's shaders for exactly what you need, instead of having to take parameters and pass things around, speed up things by a tiny bit in exchange for portability. You can make current games *much* faster to render, and lower minimum specs to get a 10 at.

    of     1