» Glow pass
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Glow pass

effect
Credits: sanch (Gaussianblur.fx)

about

Glow pass using GaussianblurRatio.fx
GaussianblurRatio.fx is a modified version of Gaussianblur.fx that supports non square textures (manages aspect ratio).

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Glow Pass.zip
30.12.10 [14:22 UTC] by dottore | 2395 downloads

m4d 22/07/2010 - 20:52

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.. :)

dottore 23/07/2010 - 13:06

thanks m4d,
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!

Natan

m4d 23/07/2010 - 14:22
dottore said
I think that sharing knowledge is the most powerfull thing that can happen on internet.

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.. ;)

chris

dottore 23/07/2010 - 19:38

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! :)

frostpfote 25/07/2010 - 00:15

that's a very nice one, thanksalot :)
still waiting for the vvvv-support of rendertargets and pingponging textures internally

dottore 25/07/2010 - 01:28

i'm waiting for DirectX 10/11 :)

m4d 25/07/2010 - 23:19

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..)

andm 30/11/2010 - 19:03

nice thanx for sharing.

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