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Bloom Shader 0.5

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11 years ago
quote:
Aren't they in the BAR repo?

Afaik:
1) the shader itself is in separate file from the lua widget that triggers it, allowing the file to have separate license.
2) the license does not permit reuse
3) even if it did, it would be impolite to hijack it without asking, and upon asking i found that
4) beherith has expressed stern disapproval of any attempts to reuse BAR shaders without permission until their planned release.

So you could technically take them without nobody looking and do some preliminary integration work on your local copy - but you would not be allowed to publish until this political hurdle is over.
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Hmm, did Beherith specifically and explicitly say other games were allowed to use that shader afterwards, or would we still have to make our own?
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11 years ago
So it is a case of being polite and not technical difficulty?
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11 years ago
quote:
Hmm, did Beherith specifically and explicitly say other games were allowed to use that shader afterwards, or would we still have to make our own?

It was said that the shaders would be re-licenced to something more permissive following release.
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11 years ago
Okay, that's good to know, especially since I would like to modify them further.
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Just to clear up some things:

1) the only BAR shader under lockdown was the one that implemented deferred lighting (more of a tech-demo before 95.0 added engine support for it), there was never a blanket restriction in place
2) as part of the deal to expose rendering features needed for "true" deferred lighting in 95.0, I convinced Beherith to lift the lockdown (the shader in question is under CC-ND now)
3) I recommmend that you take XTA's bloom shader widget (http://xta-springrts.googlecode.com/svn/trunk/luaui/widgets/gfx_bloomshader_redux.lua) which I recently rewrote for 95.0 as a baseline for further work, it's a lot cleaner than the v0.x versions floating around and GPL'ed
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Awesome, thanks for the clarification and updated source NLrankKloot. Though will that only work with deferred rendering on?
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11 years ago
nope, not required
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Oh good, because from a cursory glance it looks like a near perfect LDR bloom shader. I'd need to test it a bit and read it at home on my desktop to see if there even is anything to add or change.

Hmm, played around with it a bit. It looks good (though I needed to tweak it a bit for smoother transitioning into the blooming bits), but I'm a little concerned with the deferred shader path saying it is "correct" to not use specular highlights. Granted specular highlights are themselves a cheat to get around computing actual light reflections, they are still light reflecting, which can be bright enough to bloom easily (even something soft like your hand on a sunny day).

Playing around a bit more, and I'm noticing that it is half as fast as the modifications I made to v0.31 that made it compute the gaussian distribution on the fly, rather than in advance and then accessed by arrays. The shader with the gaussian distribtion performs about 2x as fast on my GTX 570 as the array-based one you linked, despite using exp in the shader code. However, attempting to use exp inside the shaders you provided in place of arrays changes nothing about performance.
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11 years ago
moar lenz flair
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