Make Bloom Effect Seperate (HUD-Weapons/World)
Moderator: GZDoom Developers
Re: Make Bloom Effect Seperate (HUD-Weapons/World)
You don't need to do anything. The player's hand sprites just don't glow anymore from the bloom. If it doesn't work for you, try updating your devbuild.
- Pixel Eater
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Re: Make Bloom Effect Seperate (HUD-Weapons/World)
Was already updated, I just didn't know it was only for bloom. But!.. It totally works for my own shaders as long as I turn bloom on 
(Now is there a way to turn bloom off again and keep it
)

(Now is there a way to turn bloom off again and keep it

Re: Make Bloom Effect Seperate (HUD-Weapons/World)
This is always enabled (when bloom is enabled). I don't think there is any situation where bloom on the weapon is better.
"beforebloom" changed slightly in the sense that the input to any custom shader at this stage now doesn't include the weapon sprite, but only when bloom is on.
"beforebloom" changed slightly in the sense that the input to any custom shader at this stage now doesn't include the weapon sprite, but only when bloom is on.
- Pixel Eater
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- Location: In between the Moon and you, between the buried and me.
Re: Make Bloom Effect Seperate (HUD-Weapons/World)
That's okay, I can live with bloom on as long as the weapons sprites stay out of the way of custom shaders 
Someone might be able to have a go at making shockwaves around explosions now

Someone might be able to have a go at making shockwaves around explosions now

Re: Make Bloom Effect Seperate (HUD-Weapons/World)
Careful, "beforebloom" will include the weapon sprite when bloom is off. Or at least I think so.
- Pixel Eater
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- Posts: 667
- Joined: Wed Aug 02, 2017 12:31 am
- Location: In between the Moon and you, between the buried and me.
Re: Make Bloom Effect Seperate (HUD-Weapons/World)
Yeah that I can confirm but it's the ideal option for most of my shaders. All I can do is recommend that users keep bloom on. It's definitely better now than before though 
