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Two pass blur shader using libgdx tile map renderer

I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but ...
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75 views

How to achieve a Gaussian Blur effect for shadows in LWJGL/Slick2D?

I am currently trying to implement shadows into my game, and after a lot of searching in the interwebs I came to the conclusion that drawing hard edged shadows to a low resolution pass combined with a ...
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0answers
39 views

Grid patter appear over bloom when resolution is lower than 1366x768

The bloom post process in our engine is done via consecutive downscaling of the treshhold texture down to 1/64x1/64 of the main size. Every texture we use is R16G16B16A16 FP16. Afterwards, we ...
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Any chance to store bloom power in 3 channels with YCbCr color coding?

I need to store per-pixel bloom power in the final Render Target to make Tron-like effects, when even non-bright pixels can bloom. The value can easily be stored in an alpha channel without any magic ...