“Starting With Shaders” Workshop
Update: if you want to learn more about Minko, you can subscribe to our first Minko workshop in Paris, France!
Update 2: I patched the sources to add a few comments and fix a little mistake reported in the comments. Make sure you download the updated sources.
I had the pleasure to animate a workshop just yesterday about "Starting With Shaders" here in Paris, France. It was very nice to meet new people and see what's going on in the heads of some of the most talented French Flash developers. It was also a nice occasion to gather feedback on the new implementation of Minko that we will soon share on GitHub.
I would like to thank the Regart.net formation institute and all the attendees for their attention and support during the event. I think all went well and I will try to do more events like this in the near future.
I presented:
- why shaders are the very fabric of 3D applications
- what shaders really imply on the development workflow
- why AGAL is good for 3D engine developers, but not for game/application developers
- what are the constraints inherited from the classic shader workflow
- how those constraints are solved with Minko
AGAL is explained through 4 examples: solid color, texture, directional lighting and cel shading rendering. Each sample is implemented using both raw AGAL and Minko. Doing AGAL was a bit a pain in the a**. But it was a good reminder of how Minko, ActionScript shaders and the ShaderLab can really empower the developers and the artists. If you don't understand the AGAL implementation, have a look at the ActionScript one which is - of course - much easier to read/work with.
You can download the sources and the slides. They feature an intermediate version of Minko 2 which is basically what we will release in the next few days...
Aerys
April 13th, 2012 - 11:52
Awesome !!
Any idea if you are going to animate one of those session soon again? I’d love to join!
April 14th, 2012 - 09:02
We might start doing workshops like this in our Paris office on a monthly basis.
April 17th, 2012 - 09:14
In DirectionalLightShader, in the stage3D example, I can see two operations on “oc”.
mov oc, ft1.xyzz
and
mov oc, ft2
Does the last one erase the first one? Or do they add up?
Cheers.
April 17th, 2012 - 09:19
It is a mistake. I forgot to remove this “live” test from the code. It was just to see the normal on the screen. So you should just remove this line all together.
Note that I’m actually surprised it can even compile. The AGALMiniAssembler is really doing a very bad job here…
April 17th, 2012 - 15:23
All right, so I should just strip out the first 3 lines which are:
mov ft0.xyzw, fc0.xyzw
nrm ft1.xyz, v1
mov oc, ft1.xyzz
Right?
Besides of that:
- v0 = vertex coordinates with xyz
- v1 = ?
- v2 = vertex normals, xyz as well
Thank you
April 17th, 2012 - 16:14
No just remove the “mov oc, ft1.xyzz”.