09-17-2013, 10:26 PM
Well, the shaders that I've been programming are essentially the same as the Photoshop/GIMP tools that everyone uses, color correction tools like Contrast/Brightness, Hue/Sat/Lum, Gamma, Color Curves, Levels, and Blend Modes like Overlay, Color Burn, Exlude, etc.
I'll probably program some distortion shaders for underwater effects, say some distortion with some chromatic aberration and god rays. Though I'd probably do that with Unity, since as far as I'm able to tell, Game Maker isn't the best at deferred rendering techniques. Game Maker shaders are in OpenGL ES though, so if you know C++ (Or really any OOP language), you should get it in a jiffy. Unity uses their own proprietary shader language though, most likely for compatibility.
And that's looking like a beast tool, a "puppet" based sprite animator.
I'll probably program some distortion shaders for underwater effects, say some distortion with some chromatic aberration and god rays. Though I'd probably do that with Unity, since as far as I'm able to tell, Game Maker isn't the best at deferred rendering techniques. Game Maker shaders are in OpenGL ES though, so if you know C++ (Or really any OOP language), you should get it in a jiffy. Unity uses their own proprietary shader language though, most likely for compatibility.
And that's looking like a beast tool, a "puppet" based sprite animator.