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v1.03a
Combined shader files
Small speed increase
Added an additional "Auto Stop" feature for Tormentor667
Included a brighten blend mode to give the blur directionality
Hopefully cured the multiplayer crash!
v1.02
Swapped to texture() from texelFetch(): no clamping required
All sliders now give visual feedback
Fixed menu_endgame crash
Prevented carryover between maps/deaths
Strengthened the effect at 45deg pitches
v1.01
Limited the lower end of the recovery setting
Improved mouselooking
Switched from 'INPUT_*' to 'MODINPUT_*'
Spoiler: Break open in case of emergency
MBlur1.03a.pk3
MBlur1.02.pk3
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Last edited by Pixel Eater on Fri May 03, 2019 8:21 am, edited 6 times in total.
This looks really cool. Setting samples and recovery to max actually looks pretty good, even masking lower framerates a little.
Couple little niggles: If recovery is set to zero then the blur never goes away. It's a cool trippy effect but might be worth clamping that to some sane minimum. While turning is fine, pitch seems herky-jerky somehow.
I could see variations on this being useful for various status effects like stunning or something. Are you planning on adding movement blur (I imagine this could be done with a zoom blur, with the "center" point adjusted by the player's velocity vector)?
Very cool! At its default settings, it's subtle enough to notice it's "just" there.
Would love to see movement blur too, or even object blur (though I'm not sure how that would be achieved).
Oh and by the way -
Might want to change all INPUT_PITCH/YAW to MODINPUT_PITCH/YAW because the latter takes into account if the player is frozen. I vaguely remember you said this was slightly based off my weapon sway mod (or was it Tilt++?) and all released versions of my mods currently don't have this fix yet (which obviously causes weirdness when the player is frozen).
Thanks for the great suggestions
I’ve set the minimum recovery to 10 and hopefully corrected the pitch jankiness. It's also now using MODINPUT_* instead.
And yeah Weapon Sway is where the ideas for how to treat the player input come from. I would have been trying to use the player angle and pitch otherwise
Before I even attempt to introduce player-directional blur though I would like to figure out how to remove that clamp function from the 'for' loop in the shader. If I can predict and limit the repeats to when they encounter the screen boundaries instead, I'd be much happier
I tried it and it seems pretty good already but not perfect. I think at the end of the recovery, the movement isn't right, it feels if as soon as you stop moving the mouseview, the sight is still moving. It's hard to explain to be honest, but it doesn't feel right yet. Does anyone know what I mean?
If it'd work perfect, I'd consider adding it to Blade of Agony.
Grigori wrote:Lighten gives blur directionality, but in the same direction as camera. Is it possible to "invert" that behaviour? Also maybe cap Strength to 8 - 512?
That should be the correct behaviour- it's brighter near to it's current position and fades to where it once was. I could try a darken mode for trippy effects possibly.
I was going to limit the bottom end of strength too until I realised you can get a "poisoned player" effect with a low strength and recovery and with auto stop turned off
Is it somehow possible to merge the functionality of both the "lighten" shader and the normal shader into 1 file? Perhaps pass in a uniform to the .fp file?