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 ...
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 ...
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 ...
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 ...