Scaling textures for/with shaders.

For questions about using Classic.

Post » Thu Dec 02, 2010 8:10 am

Hi everyone,

I've done some shaders these days and right now i'd like to improve my blurring techniques... in order to create a bloom shader, I need a huge kernel (and a bunch of pixel weights) to get a satisfying result; but it's too expansive. Moreover, i'd like to reduce the number of instructions i use for my gaussian blur shader and get a better result (right now 7 samples). To do so, i need to scale down my textures, backgrounds or so. Is there a way to do that in hlsl please ? In construct ?

Thanks in advance.

By the way, should I release my effects to the community ? I'm creating a bunch of shaders that can be use with construct's events for cinematics (desaturate, blur with controllable range, color shift depending on world position, and all that kind of stuff).
B
72
S
15
G
4
Posts: 311
Reputation: 11,609

Post » Thu Dec 02, 2010 4:51 pm

[quote="Valerien":243531fo]...blur with controllable range...[/quote:243531fo]

You'd make a bunch of people happy if you released that one. People have been wanting that for quite a while. :)
Moderator
B
88
S
32
G
33
Posts: 3,005
Reputation: 27,432

Post » Thu Dec 02, 2010 5:09 pm

Ok, i'll give it right away.
EDIT : done. That's strange that nobody already did this. You only need a float value from construct, which is explained in the wiki.
B
72
S
15
G
4
Posts: 311
Reputation: 11,609


Return to Help & Support using Construct Classic

Who is online

Users browsing this forum: GameOverBeast and 1 guest