The tag has no usage guidance.

learn more… | top users | synonyms

4
votes
1answer
2k views

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 ...
0
votes
1answer
40 views

Single pass box blur is not giving same result as double pass box blur

I've been using 2-pass box blur written in GLSL in Blender without problem. Blur horizontally: uniform sampler2D bgl_RenderedTexture; void main() { float blur = 0.3; float resolution = ...
7
votes
0answers
488 views

Variance shadow maps don't want to render properly

I've implemented VSM (and also ESM) in my engine but results are for me not as I expected and saw in many examples published on network. I set filtering of shadow maps to GL_LINEAR but when I compare ...
1
vote
0answers
42 views

How to have a gradient blur in objects on Unity?

This is related to a previous question I've asked here: How to blur entire scene but a specific spot in Unity? At the time I managed to solve my problem with a "hard" cutoff on the blurred and non-...
0
votes
0answers
28 views

Blur shader decals

Im trying to implement custom shader for decal GroupStrategy in libgdx, and I'm having some noob GLSL and OpenGL problems. I have implemented shader looking at this: http://xissburg.com/faster-...
0
votes
0answers
40 views

LibNoise: how to blur hard edges? (C# port)

Consider the following code that generates a base mask for an island: // gradient to ensure we do not end up with land on the edges. // this adds a black area alogn the edges, ...
0
votes
0answers
147 views

Gaussian blur not working correctly

So pretty much I tried to add a gaussian blur to something I am making and it is acting oddly. The setup is like: [All framebuffers are cleared to rgba(0,0,0,0), normal blend enabled] Draw some solid ...