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Re: A8 Postprocessing Shaders + Framework [Re: HeelX] #413658
12/16/12 09:43
12/16/12 09:43
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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HeelX@ I guess, I'm not familiar with real motion blur yet laugh Cause at the moment I use simple (native) blur shader, which blurs the screen in the direction of the input values (I use "mickey.x" and "mickey.y", so it blurs the screen in the opposite direction of the mouse movement in my case). But real motion blur effect, will blur the screen from the camera rotation, as it looks like in games (cause I don't know the technique behind it, for me it looks like it blurs from the rotations of the camera). I hope I was more clear now, but my English sucks any way grin


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Re: A8 Postprocessing Shaders + Framework [Re: 3run] #413667
12/16/12 10:37
12/16/12 10:37
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3run Offline
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Sorry for double post, but I got another idea laugh What about dirt, water, blood and other shader effects on screen? I played recently Modern Warfare 2, and just got this idea in my head. Would be really nice to get one shader, which could be used for those needs, just by changing .tga files and adjusting some parameters.


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Re: A8 Postprocessing Shaders + Framework [Re: 3run] #413685
12/16/12 12:20
12/16/12 12:20
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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what about a video grain effect and tone mapping?
Simple to create and gives nice results wink


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Re: A8 Postprocessing Shaders + Framework [Re: Kartoffel] #413686
12/16/12 12:23
12/16/12 12:23
Joined: May 2009
Posts: 5,370
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3run Offline
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They already exist man laugh Tone mapping from Wiki and video grain from Slin collection, if you need them, I can get you some links.


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Re: A8 Postprocessing Shaders + Framework [Re: 3run] #413687
12/16/12 12:27
12/16/12 12:27
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Thank you 3run but I'm not really interested in this shader-collection 'cause I'm experienced enough to write my own
...but I have to say it's a nice idea and HeelX will do a great job on it wink
I just wanted to give some ideas and all these pp-effects could be implemented into one single shader for good performance laugh

Last edited by Kartoffel; 12/16/12 12:27.

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Re: A8 Postprocessing Shaders + Framework [Re: Kartoffel] #413791
12/17/12 21:53
12/17/12 21:53
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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The next effect is something easy: a grayscale shader. It supports 8 different modes. This shader is also a nice example how to use the .technique feature of Gamestudio wink The download link is in the first post of this thread.

Grayscale shader:


P.S: if you use an alpha below 0%, you BOOST your colors by their calculated luminance and if the alpha is above 100%, the colors get INVERTED and are boosted if above 200%!

Last edited by HeelX; 01/24/13 01:05.
Re: A8 Postprocessing Shaders + Framework [Re: HeelX] #413807
12/18/12 12:38
12/18/12 12:38
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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nice toy, can be really useful sometimes, thanks!


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Re: A8 Postprocessing Shaders + Framework [Re: sivan] #413815
12/18/12 15:16
12/18/12 15:16
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Karlsruhe
Really useful, thanks! laugh

Re: A8 Postprocessing Shaders + Framework [Re: PadMalcom] #413866
12/19/12 08:59
12/19/12 08:59
Joined: Mar 2010
Posts: 20
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KingdaKa Offline
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great work HeelX! Thanks for your efforts

Re: A8 Postprocessing Shaders + Framework [Re: KingdaKa] #414134
12/23/12 18:32
12/23/12 18:32
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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I added a Sepia Tone effect with 4 different modes: Tint, Matrix, Duotone and YIQ. The download link is in the first post of this thread.

- Tint: the pixel is converted to grayscale and an offset is added for each R-, G- and B-channel
- Matrix: the pixel's RGB color is multiplied with a matrix which returns a sepia tone
- Duotone: the grayscale value of the pixel is used to blend beween two sepia'ish colors
- YIQ: the pixel's color is converted from RGB color space to YIQ color space, modified to a sepia color and translated back into RGB color space

Sepia effect:


When adjusting the alpha parameter, you can blend the Sepia tone with the original image to control the style of your game. Especially the YIQ- and Duotone-mode are useful. If you change the YIQ-target color and tune down the alpha, you can make the scene "feel" colder or warmer. With the Duotone-mode you can produce arbitrary duotone images.

Last edited by HeelX; 01/24/13 01:09.
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