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[HLSL]Blooming effect causes invisible texture


Jockie

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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:

glowdemo.jpg

(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 by Guest
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*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

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