Upgrade to Pro — share decks privately, control downloads, hide ads and more …

NotITG now supports shaders!

Sponsored · Your Podcast. Everywhere. Effortlessly. Share. Educate. Inspire. Entertain. You do you. We'll handle the rest.
Avatar for Yutaka Obuchi Yutaka Obuchi
November 18, 2017
630

NotITG now supports shaders!

Introduction of NotITG and its shader feature

---

FMS_Cat
PICOTACHI #49
2017.11.18

https://www.facebook.com/events/1974615779474495/

Avatar for Yutaka Obuchi

Yutaka Obuchi

November 18, 2017
Tweet

Transcript

  1. Stepmania/OpenITG? Dance game simulator Somehow you can include Lua script

    into stepfiles - Flash-like APIs - Alternate path of arrows - Show sprites / 3D models - Get input signals - etc Ponponpon - by Puuro
  2. How to mod? <ActorFrame> <children> <Layer File="cat.png" OnCommand="%function( self )

    self:x( 320 ) self:y( 240 ) self:zoom( 2 ) self:rotationz( 90 ) end" /> <Layer Type="ActorFrame" InitCommand="sleep,9E99" /> </children> </ActorFrame> Sprite
  3. NotITG? Custom build of Stepmania/OpenITG by TaroNuke Fucktons of mods

    feature - Splines (Arrow path) - AFTs (Screen buffer) - Wireframe rendering - and tons of useful feature... Massacre - by Exschwasion since it’s open-source!
  4. Now it supports GLSL shaders You can write your own

    GLSL shaders and include it to stepfiles (not yet, will be released in next version of NotITG) - Post effects (incl. glitches) - “Shade” arrows and stuff - Arrow deformations - Particles using GPGPU Dying Breath of Stokesia - by Puuro/Kuut Appears in UKSRT 9, Stage 4b
  5. Actual code <Layer Type="ActorFrameTexture" OnCommand="%function( self ) CatAFT.aft( self, 'post'

    ) end" /> <Layer File="images/-white.png" Frag="shaders/post.frag" OnCommand="%function( self ) self:x( SCREEN_WIDTH / 2 ) self:y( SCREEN_HEIGHT / 2 ) CatAFT.sprite( self, 'post' ) CatCommand.add( 62.0, 63.0, function( phase ) local amp = cubicBezier( 0.2, 0.0, 0.0, 1.0, phase ) self:GetShader():uniform1f( 'amp', amp ) end ) end" /> AFT (ActorFrameTexture, i.e. frame buffer) Captures current frame and makes texture Sprite object w/ shader Apply the AFT as input texture of the shader Set an uniform variable