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 > > _______________________________________________ > Open-graphics mailing list > [email protected] > http://lists.duskglow.com/mailman/listinfo/open-graphics > List service provided by Duskglow Consulting, LLC (www.duskglow.com) >
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