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Re: 23 Post Processing Shaders for A6 Com/Pro [Re: Slin] #109910
03/09/07 18:37
03/09/07 18:37
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
I haven't done anything in the last week as i'm moving into a new flat and have to do some other things (like getting the kitchen ready ... AND WAITING FOR MY PROVIDER TO ACTIVATE MY DSL LINE! ^^ (i'm at a friend atm) ).

Sry for keeping you guys waiting

[edit] i can upload a testlevel if it's still needed.

[edit2] Slin; I played around a bit with your updated sylex3 templates a few days ago. For some reason i get only like ~45fps when using the ppes. When using them with my own code, i get ~80frames I don't know why this is happening Is this also the case on your end or did i do something wrong?

Last edited by BoH_Havoc; 03/09/07 18:42.

Shade-C EVO Lite-C Shader Framework
Re: 23 Post Processing Shaders for A6 Com/Pro [Re: BoH_Havoc] #109911
03/13/07 17:42
03/13/07 17:42
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline
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Locutus_of_Borg  Offline
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Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
I'm having a serious problem.

My game looks like this in normal/non-shader mode:


But as soon as I activate the shader on alt, it looks like this:


no matter what fx-file, it's all the same.
Did I do something wrong?

Re: 23 Post Processing Shaders for A6 Com/Pro [Re: Locutus_of_Borg] #109912
03/13/07 19:24
03/13/07 19:24
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
Which scripts are you using?
Looks like Downsample, but I don´t know...

Re: 23 Post Processing Shaders for A6 Com/Pro [Re: Locutus_of_Borg] #109913
03/14/07 18:21
03/14/07 18:21
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Posts: 8,177
Netherlands
The second view's parameters are not set correctly and thus makes your particle effects show up on a different location. If you post your script I could look into it, it has nothing to do with the fx files though,

(e.a. camera.clip_near should not be 0 or negative, that sometimes causes this too)

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: 23 Post Processing Shaders for A6 Com/Pro [Re: PHeMoX] #109914
03/14/07 22:09
03/14/07 22:09
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
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Locutus_of_Borg Offline
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Posts: 181
Germany, Saarland, Nohfelden
well I tried the original Sylex 3 wdl file and now it's working.

Thanks anyway!

Re: 23 Post Processing Shaders for A6 Com/Pro [Re: Locutus_of_Borg] #109915
04/06/07 13:31
04/06/07 13:31
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Posts: 1,659
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Slin posted a question about controlling the depth scaling to control how the DOF works in relation to the camera.

I have a similar quesiton about the bloom.fx, seems like my player character is blurred out a bit, I would really like the bloom effect to work, but at a further distance from my player/camera. Is there a way?

Tank u!

Re: 23 Post Processing Shaders for A6 Com/Pro [Re: JetpackMonkey] #109916
04/07/07 08:44
04/07/07 08:44
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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To illustrate the problem, here's a screenshot of my game running with the bloom shader going... notice how she's just kinda fuzzy:



Any ideas wot is going on?

Re: 23 Post Processing Shaders for A6 Com/Pro [Re: JetpackMonkey] #109917
04/07/07 11:14
04/07/07 11:14
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
The blur is usually part of the shader, but it's possible to tone it down, could you post the shader code inside the FX file? I might be able to help you out,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: 23 Post Processing Shaders for A6 Com/Pro [Re: PHeMoX] #109918
04/07/07 12:32
04/07/07 12:32
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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Posts: 1,659
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Sure, thanks PheMox!

Code:

texture postTex1;

sampler postTex = sampler_state
{
texture = (postTex1);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};

float4 MyShader( float2 Tex : TEXCOORD0 ) : COLOR0 {
float4 Color;
Color = tex2D( postTex, Tex.xy);
Color += tex2D( postTex, Tex.xy+0.001);
Color += tex2D( postTex, Tex.xy+0.003);
Color += tex2D( postTex, Tex.xy+0.005);
Color = Color / 3.5;
return Color;
}

technique PostProcess {
pass p1 {
VertexShader = null;
PixelShader = compile ps_2_0 MyShader();
}
}



Re: 23 Post Processing Shaders for A6 Com/Pro [Re: JetpackMonkey] #109919
04/07/07 12:50
04/07/07 12:50
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Color = tex2D( postTex, Tex.xy);
Color += tex2D( postTex, Tex.xy+0.001);
Color += tex2D( postTex, Tex.xy+0.003);
Color += tex2D( postTex, Tex.xy+0.005);
Color = Color / 3.5;

If I understand it right, this blurs the screen and makes everything a bit brighter. if you just want to have the hole screen brighter, it should be enough to have it like this:

Color = tex2D( postTex, Tex.xy)*1.2; //1.2 is the faktor for brightening

Slin

PS: I don´t think that this is a real bloom effekt... Why not use the Sylex Bloom?

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