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Posted

Hello ,I have a question about a picture and its shader.I played a game and saw (in other games too,but here it looks very nice) that the edges of a model which are directed to the sun have a kind of bloom.

Pic: post-2191-0-13416400-1330363383_thumb.jpg

 

The problem is,that leadwerks bloom can't work only for a few models in a scene,for example weapons and in the picture the material isn't very fair,so it wouldn't work ,because you need fair materials to bet a shine effect.

 

 

I mean something like that(scroll down for pics) : http://www.ogre3d.or...wiki/Faking+HDR

 

Have somebody made a shader with specular bloom??

When not can somebody tell me how to make that(only the idea)

 

Thanks

Posted

Leadwerks already put lighting result in the bloom buffer, and use them in the bloom shader.

But tbh the bloom shader itself is not good.

Ali Salehi | Programmer

 

Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64

LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17

 

 

76561198023085627.png

Posted

That Ogre example looks really effective!

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

Posted

LordHippo: Where do you see the lightreult in the bloombuffer?

 

The point is to make a specularbloom shader only for the given material ,because it wouldn't look very nice when all the other objects ,like terrain glows biggrin.png

 

 

First try : post-2191-0-69804800-1330442369_thumb.jpg

  • Upvote 3
Posted

Looks good. I might give a try at porting the OGRE example.

  • Upvote 1

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Posted

One question.As this effect has (I think 8) passes I have to save the stages in buffers/textures.But how to do that?

 

Maybe:

SetBuffer(RTBloom);

SetShader(Pass1);
BindTexture(GetColorBuffer(gbuffer),0);
//Now I want to get the output of the shader,because the shader have a 2D sampler for input and now I need the output written in the //RTBloom buffer
DrawTexture(GetColorBuffer(gbuffer)....); //???? maybe so?
SetShader(NULL);



 

 

So I made it as explained at the top.

But in the last shader I have to put the normnal rendered colorbuffer and the other 4 buffers(blured).So I bind the buffers with BindTexture to the shader ,but now I have to call DrawImage() ,but I have 5 buffers......how to do that?????

  • 2 weeks later...
Posted

Now I made a shader which make specular areas glowing with bloom.Iam going to write a new bloom shader an upload the specular bloom and the new bloom shader.

In the pictures the specular is everywhere,so I don't use a specularmap,as you see,because the hands have specular.

A little preview:

 

 

and

 

  • 1 month later...

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