The post-processing tag has no wiki summary.
2
votes
1answer
541 views
Blur shader without render textures?
Is it possible to append a blur shader to a standard (diffuse) shader ? I am looking for a way to do this as Unity indie doesn't allow render textures.
2
votes
0answers
145 views
deferred rendering and gaussian blur - artifacts
I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this:
Horizontal blur - fragment shader:
#version 420
layout (location = 0) out vec4 outColor;
in vec2 ...
3
votes
3answers
876 views
How can I make a shader effect that looks like a lightly shaded pencil drawing?
I want to make a shader effect using OpenGL ES 2.0 that looks like this image:
I'm not sure if this image was painted or is the result of some filter, but I want to create a shader that produces ...
2
votes
1answer
142 views
Would I perform one pass per effect in Deferred Shading?
I'm implementing deferred shading the first time. Doing so I came up with a conceptual question.
First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
3
votes
1answer
327 views
How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL
After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality?
...
2
votes
1answer
203 views
Regarding cel-shading of existing games
Is it possible to cel-shade existing games through API interception? I would assume yes.
If done properly, could cel-shading be used as a rendering optimization technique? This means, rather than ...
1
vote
1answer
294 views
Writing to multiple RenderTarget2D's from HLSL shader
I need to write to two render targets: one for colour and another for depth+normal (for post-processing). I have a problem, though. Both targets seem to be getting the value output by COLOR0, while ...
0
votes
1answer
762 views
XNA - Error while rendering a texture to a 2D render target via SpriteBatch
I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D:
private void drawScene(GameTime g)
{
GraphicsDevice.Clear(skyColor);
...
0
votes
1answer
470 views
Toon shader with Texture. Can this be optimized?
I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their ...
4
votes
1answer
546 views
Shader effect similar to Metro 2033 gasmask
I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get ...
3
votes
1answer
436 views
Multiple volumetric lights
I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for ...
6
votes
1answer
1k views
XNA 4.0 Post-Processing Libraries?
Are there any free XNA 4.0 post-processing libraries that are easy to hook into projects? I am looking specifically for a glow effect (although anything is great), and I should also mention that I'm ...