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Re: Motion blur shader?
[Re: William]
#134093
06/09/07 05:36
06/09/07 05:36
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Posts: 2,503
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It depends... My shader simply renders another view over the camera, using only GS. It's a mess of "depends" to know if bloom would work with it, but you could always add another pass to the shader which does bloom. I'm writing a bloom shader now for Broozar, perhaps I could implement it into this one. I'd of course keep two seperate version of it though 
xXxGuitar511 - Programmer
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Re: Motion blur shader?
[Re: Ichiro]
#134095
06/09/07 17:27
06/09/07 17:27
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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[AFAIK] What William said is true. Bloom is done after the rendering. Since the view is rendered onto a bmap, the bloom has not been done yet...
xXxGuitar511 - Programmer
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Re: Motion blur shader?
[Re: Ichiro]
#134097
06/10/07 05:43
06/10/07 05:43
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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I've got the "cheap" version of it finshed, zipped, and ready to be published. However, my host has left me a month ago, so who wants to host it?! Simply copy the files into your project folder (Blur.wdl, Blur.fx, Blur.tga). And include <Blur.wdl>; into your main script. You can adjust the amount of blur through the blurStrength variable at the top of Blur.wdl. Uses 1 additional view, 4 render targets, and a PS2.0 shader. Requires A6 Pro. ALL COMMENTS WELCOME! Still a WIP. Needs to add ACTUAL BLURRING... 
xXxGuitar511 - Programmer
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Re: Motion blur shader?
[Re: Ichiro]
#134099
06/11/07 00:55
06/11/07 00:55
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Quote:
Can you point to that shader (if it's publicly available)? I'd like to give the two a whirl together.
It's the one in Sphere. I tried messing around with the view layers and the such, but couldn't get it to work. I think it turned the screen bright colors than white in a few seconds when used with bloom(this is based of memory). 
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