These are packs with the shader programs collected from a few single frame
traces we used in ATTILA.  May or may not be useful depending what you want
to use as source language.  I can also dump shaders from a few OGL games
(Doom3, Quake4, Prey, Enemy Territories Quake Wars).

Burnout Paradise shaders
http://attila.ac.upc.edu/wiki/images/e/ee/BTP_Shaders.zip

Crysis Warhead shaders
http://attila.ac.upc.edu/wiki/images/b/bd/CWH_Shaders.zip

GRID shaders
http://attila.ac.upc.edu/wiki/images/0/04/GRID_Shaders.zip

Left 4 Dead shaders
http://attila.ac.upc.edu/wiki/images/e/e9/L4D_Shaders.zip

Mirror's Edge shaders
http://attila.ac.upc.edu/wiki/images/c/c3/MSE_Shaders.zip


Unreal Tournament 3 shaders
http://attila.ac.upc.edu/wiki/images/3/3a/UT3_Shaders.zip

Wolfenstein shaders
http://attila.ac.upc.edu/wiki/images/1/19/WOLF_Shaders.zip

Victor

On Tue, Aug 7, 2012 at 7:52 PM, Timothy Normand Miller <[email protected]>wrote:

> Indeed, a suite of synthetic benchmarks would be a great place to start
> because we'll need them eventually anyhow.
>
> A few months after I start at Binghamton, I'll be able to put a lot of day
> job time into this.  Once we have a critical mass of workIng code, we can
> start marketing.  Online articles and pleas for help with things like
> compilers.
>
>
> On Tuesday, August 7, 2012, Mark Marshall wrote:
>
>> Hi.
>>
>> Does anyone have any good links / examples of actual code that they'd
>> like our GPU to execute (Don't point me at the Quake3 source, I mean actual
>> fragments of assembler / shader).
>>
>> I think it would be good if we could collect a few examples of these
>> together.
>>
>> MM
>>
>
>
> --
> Timothy Normand Miller, PhD
> http://www.cse.ohio-state.edu/~millerti
> Open Graphics Project
>
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