Kartoffel's PostProcessing Shaders

Posted By: Kartoffel

Kartoffel's PostProcessing Shaders - 06/24/13 13:25

Hey there,

I've asked in another post if I should create some basic pp-shaders.
Now I finally uploaded a first version which you can try out.

Here are the shaders and a tiny demo with some glowing cubes to show the bloom effect. (I got the cubes from this thread)

Have a look at the file "KPP.c", it contains most information you should know about it
(it's not written very well but explains some functions and variables)


...I'd really like to write more about it and post some screenshots but theres not enough time at the moment.

(I'll add more stuff in the next days / weeks)
Posted By: Benni003

Re: Kartoffel's PostProcessing Shaders - 06/24/13 21:50

Thank you Kartoffel. It loooks really good and I think useful for many things laugh
Posted By: Grafton

Re: Kartoffel's PostProcessing Shaders - 06/24/13 22:23

Thanks, very nice work! :)++

Very kind and generous of you to contribute this freely for credit only.
I especially like the SSAA!
Thanks Kartoffel!
Posted By: Nems

Re: Kartoffel's PostProcessing Shaders - 06/25/13 05:01

Cheers...much appreciated...
Posted By: Kartoffel

Re: Kartoffel's PostProcessing Shaders - 06/25/13 06:07

Thanks for the feedback laugh

You can expect some additional stuff in the future, (also a 'good' documentation).

@Grafton yeah, it looks so awesome but sadly it is veery slow.
Posted By: PadMalcom

Re: Kartoffel's PostProcessing Shaders - 06/25/13 06:28

Very clean code, thanks! laugh

(Am I the only one who doesn't see any differences when SSAA is activated?)
Posted By: Anonymous

Re: Kartoffel's PostProcessing Shaders - 06/25/13 06:45

Thank you Kartoffel,

Really nice shaders I'm glad to have some now. Really great to release this to us. Thank you.

@PadMalcom SSAA is clearly noticeable to me. But even at 4.0 I'm only getting 30fps with the default settings. But day and night difference.
Posted By: PadMalcom

Re: Kartoffel's PostProcessing Shaders - 06/25/13 07:35

My frame rate remains @60FPS so I guess SSAA cannot be activated on my PC.
Posted By: Kartoffel

Re: Kartoffel's PostProcessing Shaders - 06/25/13 09:04

SSAA works like this: the scene gets rendered on a higher resolution and then downsampled to the actual screen size (with multiple samples per pixel).

So you have more per-pixel details.
It also acts as good texture filtering and can display details smaller than one pixel.

Now, the main problem is, that if you're using complex object shaders the higher resolution gets extremely expensive.
Posted By: Grafton

Re: Kartoffel's PostProcessing Shaders - 06/25/13 17:09

Hmmm, what about FXAA? or would that be a step backwards?

If you do find time to work on this some more, documentation and/or more code commentation would be very welcome!

Again, thanks Kartoffel!
Posted By: Kartoffel

Re: Kartoffel's PostProcessing Shaders - 06/25/13 18:05

Well, I'm not sure how FXAA exactly works (also the quality isn't as good) but I'll have a look at it.

Besides that I will try to write a better documentation in the next days.
Posted By: Kartoffel

Re: Kartoffel's PostProcessing Shaders - 07/25/13 12:52

well, I didn't post here for a while 'cause I didn't have a lot of time after creating this.

are there still some ppl who are interested in this?
Posted By: sivan

Re: Kartoffel's PostProcessing Shaders - 07/25/13 13:35

absolutely!

I finished my shade-c conversions (water, shadowmapping, terrain, objects), and now I can work totally independently of its pp effects. and hopefully I'm now able to combine things together if needed...

in near future I want to deal with pp effects I mentioned somewhere (hdr, bloom, tonemapping), and later with their integration to my editor.
Posted By: Kartoffel

Re: Kartoffel's PostProcessing Shaders - 07/25/13 14:00

okay laugh

(just implemented fxaa)
Posted By: Kartoffel

Re: Kartoffel's PostProcessing Shaders - 07/25/13 14:52

Okay, the pipeline is now using actual tonemapping (not the fake-but-good tonemapping it used before) and better bloom blending

also, I'm creating an HQ post-processing toon-outline shader which currently looks like this (if I'm lucky and my graphics card driver doesn't crash, lol):

Edit: ...I was able to fix that grin
atm it looks like this (with FXAA) and doesn't work with SSAA:

Posted By: alibaba

Re: Kartoffel's PostProcessing Shaders - 08/17/13 21:22

Hey Kartoffel,
i really love your Library, it has all the effects i need!
But the problem is though, that i canŽt use view entites together with the Library, no matter how high/low i set the layer.

Could you help?
Posted By: Kartoffel

Re: Kartoffel's PostProcessing Shaders - 08/18/13 08:58

view entities doesn't work with this, sorry frown
Posted By: alibaba

Re: Kartoffel's PostProcessing Shaders - 08/18/13 09:05

No way to make this work?
Posted By: Kartoffel

Re: Kartoffel's PostProcessing Shaders - 08/18/13 09:10

no, this would require ugly, slow and extremely limited workarounds.
also the shading wouldn't work on the view entities which makes it even worse looking.
Posted By: alibaba

Re: Kartoffel's PostProcessing Shaders - 08/18/13 09:19

Hmm.. okay, thanks anyway laugh
I think iŽll have to change the view ents to world ents then, because i really want to use the effects!
© 2024 lite-C Forums