Credits: sanch (Gaussianblur.fx)
Glow pass using GaussianblurRatio.fx
GaussianblurRatio.fx is a modified version of Gaussianblur.fx that supports non square textures (manages aspect ratio).
i was just thinking of a similar technique over the last days, but your stuff is always wayyyy ahead. also thanks for all these really nice shaders you contributed over the last weeks!
since i don't need to implement my glow technique no more, i'd rather implement you some beer at node or something.. :)
the beer implementation would be perfect! hahaha
I think that sharing knowledge is the most powerfull thing that can happen on internet. :)
hope to see someone else searching and sharing shaders, i'm loving them!
i couldn't agree more!
i'm trying my best to get my feet wet in HLSL and shader-porting, but until now there's always been someone quicker than me. (arkano22's ssao comes to mind.. maybe i should go back to that and try porting his updated version which does away with the 2d sampling)
i won't give up though.. ;)
don't worry, the important thing is to focus your research on one particular thing. one step by one.
I didn't have time yet to spend on it, but if i know that you will care about its improvement, i will go for something else... thinking at hdr integration..
let's go for multithread! :)
that's a very nice one, thanksalot :)
still waiting for the vvvv-support of rendertargets and pingponging textures internally
i'm waiting for DirectX 10/11 :)
gotta second the multithreading! i'll look into arkanos current version over the next week and see what i can do.
since i haven't heard any official announcements concerning a dx10/11 renderpath could anybody fill me in?
also this might be a good moment to move this conversation to the forum.. (where i probably should have posted in the first place..)
nice thanx for sharing.
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