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Kartoffel's PostProcessing Shaders #424925
06/24/13 13:25
06/24/13 13:25
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline OP
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Kartoffel  Offline OP
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Hey there,

I've asked in another post if I should create some basic pp-shaders.
Now I finally uploaded a first version which you can try out.

Here are the shaders and a tiny demo with some glowing cubes to show the bloom effect. (I got the cubes from this thread)

Have a look at the file "KPP.c", it contains most information you should know about it
(it's not written very well but explains some functions and variables)


...I'd really like to write more about it and post some screenshots but theres not enough time at the moment.

(I'll add more stuff in the next days / weeks)

Last edited by Kartoffel; 06/24/13 14:08.

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Re: Kartoffel's PostProcessing Shaders [Re: Kartoffel] #424968
06/24/13 21:50
06/24/13 21:50
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline
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Germany
Thank you Kartoffel. It loooks really good and I think useful for many things laugh

Re: Kartoffel's PostProcessing Shaders [Re: Kartoffel] #424969
06/24/13 22:23
06/24/13 22:23
Joined: Jun 2005
Posts: 656
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Grafton Offline
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Thanks, very nice work! :)++

Very kind and generous of you to contribute this freely for credit only.
I especially like the SSAA!
Thanks Kartoffel!


Not two, not one.
Re: Kartoffel's PostProcessing Shaders [Re: Grafton] #424973
06/25/13 05:01
06/25/13 05:01
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Wellington
Cheers...much appreciated...

Re: Kartoffel's PostProcessing Shaders [Re: Nems] #424975
06/25/13 06:07
06/25/13 06:07
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline OP
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Kartoffel  Offline OP
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Thanks for the feedback laugh

You can expect some additional stuff in the future, (also a 'good' documentation).

@Grafton yeah, it looks so awesome but sadly it is veery slow.


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Re: Kartoffel's PostProcessing Shaders [Re: Kartoffel] #424977
06/25/13 06:28
06/25/13 06:28
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Karlsruhe
Very clean code, thanks! laugh

(Am I the only one who doesn't see any differences when SSAA is activated?)

Re: Kartoffel's PostProcessing Shaders [Re: PadMalcom] #424978
06/25/13 06:45
06/25/13 06:45

M
Malice
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Malice
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Thank you Kartoffel,

Really nice shaders I'm glad to have some now. Really great to release this to us. Thank you.

@PadMalcom SSAA is clearly noticeable to me. But even at 4.0 I'm only getting 30fps with the default settings. But day and night difference.

Last edited by Malice; 06/25/13 06:45.
Re: Kartoffel's PostProcessing Shaders [Re: ] #424984
06/25/13 07:35
06/25/13 07:35
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Karlsruhe
My frame rate remains @60FPS so I guess SSAA cannot be activated on my PC.

Re: Kartoffel's PostProcessing Shaders [Re: PadMalcom] #424987
06/25/13 09:04
06/25/13 09:04
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline OP
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Kartoffel  Offline OP
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Bavaria, Germany
SSAA works like this: the scene gets rendered on a higher resolution and then downsampled to the actual screen size (with multiple samples per pixel).

So you have more per-pixel details.
It also acts as good texture filtering and can display details smaller than one pixel.

Now, the main problem is, that if you're using complex object shaders the higher resolution gets extremely expensive.


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Re: Kartoffel's PostProcessing Shaders [Re: Kartoffel] #425024
06/25/13 17:09
06/25/13 17:09
Joined: Jun 2005
Posts: 656
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Grafton Offline
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Hmmm, what about FXAA? or would that be a step backwards?

If you do find time to work on this some more, documentation and/or more code commentation would be very welcome!

Again, thanks Kartoffel!


Not two, not one.
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