Shader Seven(7) Smoke Test - Atomic Ivy MMO

 Shader Seven(7) Smoke Test

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    As we build up our auto-tiling shader for our tilemap,
    we need to get visual confirmation somehow that all
    of the code we have written so far is correct.

    Shader 7 might not look like much right now,
    but by being able to see the outline of where
    tiles have been placed, I can move forward with
    confidence, being relatively certain that I am
    building on top of a sturdy foundation.

    If you want to learn how to make a tilemap from
    scratch, I am your guy. This is the 3RD tilemap
    shader I have made for this engine.

    We are going to leave in all of the old shaders
    rather than "remove them to cleanup the code base"
    because they can serve as valuable reference.

    The best reference is written in your style
    and verified to be correct. As the code for these
    shaders is CURRENTLY BEING USED IN THE GAME ,
    we have a higher level of confidence that this
    code is correct that if we were using code
    snippets from our own files or stack overflow.

    The current shader I am working on is intended to
    be a re-write of shader #6. By doing some occlusion
    pre-tests on the tilemap before attempting to
    render a fragment, I hope to speed up the execution
    speed of this shader by 21X (21 times ).

    Or in other words.

    I am speeding up the shader by 2,100 PERCENT!!!

    Not only that, but I created a data structure for
    high-resolution fractal mip-maps, so the shader
    not only will RUN FASTER it will also look
    9001-X MORE AWESOME.

    -KanjiCoder , 2022_09_29 , 606AM

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