Bruno Pereira Evangelista
Game Development, DirectX, XNA and Shaders
Shaders
If you know about shaders and find something in these shaders that is wrong, poorly written or could be improved, please tell me! I would like to hear any feedback.
FX Shaders
This is a small tool that helps developers compare different techniques used to render surface details on different types of surfaces. The techniques used to render detailed surfaces usually don't increase the surface complexity but simulate the wrinkles and unevenness on the surface using some maps, like normal maps. The techniques implemented in this version are:
  • Displacement Mapping
  • Texture Mapping
  • Normal Mapping
  • Offset Parallax Mapping
  • Relief Mapping
  • Parallax Occlusion Mapping
  • Cone Step Mapping
  • Multi-Layer Cone Step Mapping
  • Sphere Tracing (Per-Pixel Displacement Mapping with Distance Functions)
You can check a video of the tool here (encoded with DivX).

All the techniques were implemented using a fixed number of passes. The techniques that natively generate shadows (like POM) had their shadow removed; therefore, none of the techniques generate shadow. I'm planning to add the "quad-directional cone" and the "relaxed cone" techniques soon!
This is a simple sphere ray-tracing program developed with DirectX9 and HLSL. This version has some bugs when the ray-traced spheres are overlapped.

The ray-tracer reads the spheres position and radius from one texture, where RGB represents the sphere center position and A the sphere radius. Another texture is used to store the spheres color.
No Image
This file contains some new versions of my bump shaders. It includes a simple bump shader, a bump with lightmap and another with parallax map. All the shaders use only one light source.

PS: In the older versions of the bump map shader the normal axis along the surface binormal is inverted.
This shader features parallax mapping with two light sources and border clamping. This shader was made on FX Composer 1.8.
This shader features specular and bump mapping. The model and textures are COPYRIGHTED and were made by Hugo Beyer. This shader was made on FX Composer 1.8.
This is a cube mapping shader featuring reflection and refraction. This shader was made on FX Composer 1.8.
This is a simple bump map shader. This shader was made on FX Composer 1.8.
This is a two pass cartoon rendering technique featuring three-tone shading and silhouette detection. It has some improvements over the GLSL version. This shader was made on FX Composer 1.8.
GLSL Shaders
This is a three pass cartoon rendering technique featuring three-tone shading and silhouette detection. It's use normal map and depth map for silhouette detection. This shader was made on RenderMonkey 1.6 using the OpenGL Shading Language.