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Re: Tron effects : [Re: ratchet] #415989
01/26/13 20:15
01/26/13 20:15
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
So you mean this neon-effect?

Well the purpose of bloom is: Bright parts bleed over dark parts.
And that's exactly what my shader does an what's beeing done in the screenshots you've posted (except the 1st one, I think this are simple 2d textures).

Let's take the last screen as example. ( love that game btw. laugh )
To get that effect simply use sprites and add a bloom shader with very low threshold.
That's all.
You probably need 3 Bloom passes to get that radius with a good quality but in theory that's all you have to do.

edit: as you can see it's possible (and easy)

I took the bloom shader and turned down the threshold.
( and I discovered that using pow on the alpha causes early bleeding which is perfect for a neon-effect laugh )

Last edited by Kartoffel; 01/26/13 20:22.

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Re: Tron effects : [Re: Kartoffel] #415990
01/26/13 21:01
01/26/13 21:01
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Well good , so another bit of code you could share some time ?
(i talk about that bloom shader!)

Re: Tron effects : [Re: ratchet] #415994
01/26/13 21:13
01/26/13 21:13
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Sharing the shaders?
Well... the shader(s) you're seeing above are custom made for you, so, yes I think I'll share them with you tongue


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Re: Tron effects : [Re: Kartoffel] #415997
01/26/13 21:51
01/26/13 21:51
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Potato-Man@ so as I see, you are ignoring my post above.. very nice of you grin carry on


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Re: Tron effects : [Re: Kartoffel] #415998
01/26/13 21:53
01/26/13 21:53
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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So, at the moment the shaders still need some work, especially making them more userfriendly is important.
I think I'll finish this tomorrow.

Until then, some more screens laugh
(click on the image to see in original resolution)
Click to reveal..
no postprocessing:


postprocessing enabled:


zoom blur effect:


comparision between HDRR and non-HDRR (with hdrr color and brightness stay accurate resulting in much better visual quality)



EDIT: @3run, I didn't ignore you laugh
...and that I said I'll share the shaders with ratchet I didn't mean I'll only share them with him, sorry if you misunderstood this. smirk
If I'm finished I'll create a new thread so everyone who's interested can use it

Last edited by Kartoffel; 01/26/13 21:56.

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Re: Tron effects : [Re: Kartoffel] #416028
01/27/13 12:40
01/27/13 12:40
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Amazing results laugh

Here is simple test i made (the scratches have been part of alpha by inadvertance :()


But i can begin the game now.

Iµ think this shader will help making graphic eye candy stuff with simple bitmaps or models.


I tried to put all code inside my main level code, but it bugs ?
Strange i put effect file, and the code of your main in some action ??

It seems my main don't see the effect file perhaps ? Straneg they are in same folder and my main have the import line ?


Last edited by ratchet; 01/27/13 12:53.
Re: Tron effects : [Re: ratchet] #416029
01/27/13 13:04
01/27/13 13:04
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
Okay, I'll do some improvements in the next days but the shaders can already be used now.

You can download it here (~1.51 MB)

About the blur and the glow shader in general:
these shaders support HDRR, so you're not limited to the color range of 0 - 255. Use bright glow-colors to get a nice, bloomy effect.

Regarding the demo:
I've made 2 demos.
One showing the glow effect with the 2 cubes and one showing a neon-style effect (with graphics from the game 'GridWars')

have a look at 'main_cubes.c'.
In this file there's a lot of stuff explained and commented.

In the demos you can enable / disable the postprocessing with the p-key, move with wasd & mouse (hold right mouse
button to rotate the camera), use the zoom-blur effect by holding enter, and toggle the cubes rotation with the space-key.

EDIT: regarding your problem: it seems like the object is not using the shader.
Make sure you set the right material and .fx file
EDIT#2: in the example you uploaded the object-shader's file was called "glow.fx" or something like that. I chaged the name to "object.fx" maybe that's the problem

Last edited by Kartoffel; 01/27/13 13:12.

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Re: Tron effects : [Re: Kartoffel] #416032
01/27/13 13:21
01/27/13 13:21
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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I'll recheck my project.
Awesome work, a new 3DGS usefull shader is now possible.

Re: Tron effects : [Re: ratchet] #416037
01/27/13 13:53
01/27/13 13:53
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
thanks laugh
looking forward to see some screens ( and gameplay, of course wink )


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Re: Tron effects : [Re: Kartoffel] #416072
01/27/13 21:09
01/27/13 21:09
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Few suggestions man:
* radial blur, should be able to find the center of the screen it's self (if we change during the run-time resolution, there is an offset).
* same for the HDRR I guess, cause I have a black line at the bottom of the screen, if I change the resolution, maybe I need to reload effects?

I use AMD, you maybe going to hate me for that grin Otherways, it looks really professional man! Could I ask you to add one simple post shader to the HDRR via PM (I need it for my current horror project)?


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