I thought it'd happen with a big enough kernel with the basic cubic-esque first blur you did, but that ended up being smooth still, even though we took samples from a square. I also want to tackle bokeh blurring and the SNES' famous pixelazation blurring.I don't know if you're familiar with it, but the screen basically turns into bigger and bigger square chunks. These videos really are teaching me the nuts and bolts of shaders, so I'm feeling pretty confident in trying my own soon! =D I'll see what I can do this week, and then just watch your bloom video whenever it comes out to see the (probably better) solution you come up with.
When I looked back through your channel's history, I was like "holy ****, once a week, really?!", hahah! I was expecting once every two or three weeks per video! It's cool if you take awhile to get to bloom, too - I already mentioned it on youtube (HidejiCO), but I'm actually excited to try tackling bloom myself now, anyway. Making these videos along with the base projects must be time consuming. That's why I'm thinking of making two videos.Ĭlick to expand.Yeah, you've been doing a crazy amount of work per week lately. It gets a bit more complicated when you don't want to bloom the application surface. Mix the original appSrf colour with the summed colour and use a second uniform as mix amount to determine the strength of the bloom. Inside the shader you can add the colours of both the appSrf and the bloom surface. Draw the application surface by a shader using the bloom surface as second texture.The blur size will determine the bloom size.
With a high threshold only very bright pixels are going to be drawn to the bloom surface. Draw the appSrf in a post processing shader to another surface (=bloom surface) drawing everything black that's darker than a given threshold uniform.
Since I cant keep up with the weekly intervals anymore at the moment due to work and helping out in another project we'll start blooming in probably 3 weeks only.īut if you want to create a bloom from a blur before that it's basically this: Next is improving performance with scaling, then hardcoded blurs, then a repetition video and after that blooming in 1 or 2 videos.