Jockie Posted July 2, 2011 Share Posted July 2, 2011 (edited) After searching a long time for a valid/good HLSL bloom/glow effect I finally found one @ GameStudio Wiki Other bloom scripts uses a bloom'd image which overwrite the original, so I need this one. The problem is.. it turns the texture into an invisible texture instead of adding the bloom effect. (I know, I'm lazy, but I just started with these HLSL effects 2 days ago) This what I want to reach with it: (And maybe with a sin(Time)) The .fx code is on that Wiki under the C-Script section. This is the LUA script of it: addEventHandler("onClientResourceStart", g_ResourceRoot, function(res) if res == g_Resource then glowTextField = dxCreateRenderTarget(g_ScreenX,g_ScreenY,true) glowShader = dxCreateShader("glowtext.fx") dxSetShaderValue(glowShader , "entSkin1", glowTextField) end end ) addEventHandler("onClientRender", g_ResourceRoot, function() dxSetRenderTarget(glowTextField, true) dxDrawText("Glowing Text", g_ScreenX/2, g_ScreenY/2) dxSetRenderTarget() dxDrawImage(0,0,g_ScreenX,g_ScreenY, glowShader) end ) I've tried to remove all the f's behind the float numbers (?.. newbish solution) and I've also tried to replace the line: float4 vecSkill1; with: float4 vecSkill1 = float4{2.0f, 0.4f, 0.0f, 0.0f}; But that doesn't help neither. Hopefully does someone know how to solve this.. Grtz. Jockie EDIT: I guess I need to use the floatv() function in LUA which isn't available? Or it just changes 1 to 1.0 or 1.0f.. Edited July 3, 2011 by Guest Link to comment
Jockie Posted July 5, 2011 Author Share Posted July 5, 2011 *bump* But does someone know a working glow/bloom shader? This seems valid also, but the only error I get is: ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed @ The last PixelShader technique Link to comment
Buffalo Posted July 5, 2011 Share Posted July 5, 2011 These shader functions are quite new, i'd rather wait until ccw made some more error-explaining output. There will be more tutorials on it, but not now. Link to comment
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