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5 votes
Accepted

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

I can see this question is old, but the answer is kind of trivial. Omitting the initialization in a nested loop is not equivalent to omitting it when it's the topmost level of the loop. Let's walk ...
DMGregory's user avatar
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4 votes
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How can I create the water-like blur effect in Chameleon Run using SpriteKit and Unity?

It looks to me like this could be done with a TrailRenderer. This leaves a ribbon of 3D geometry behind a moving object, onto which we can assign a material to control the way it renders. We can use ...
DMGregory's user avatar
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3 votes
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How to change the amount of Fast Linear Gaussian blur in GLSL?

There are a few ways to control the amount of blur: Change your kernel size. This is the width of the window you sample from your source texture. The guide you're using samples a 9-pixel window (4 ...
DMGregory's user avatar
  • 135k
3 votes
Accepted

My Single Pass Gaussian Blur Looks Awful

Your sampling points are most likely messed up because you are not taking into account that texture texel size is in range [0; 1]. You need to divide offset coordinates by texture resolution. We can ...
Ocelot's user avatar
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2 votes

Blur Shader: Can I use one Framebuffer for the horizontal and vertical pass?

Well, I tried a bit with glDrawBuffers and found a working solution. Before the second pass starts, I simply switched the shader output: ...
bitQUAKE's user avatar
  • 153
1 vote
Accepted

What are N-Buffers?

Here is the description given in paper credited as the source for N-buffers, that being “N-Buffers for efficient depth map query" by Xavier Décoret: We introduce the N-buffer as a tool for ...
LudoProf's user avatar
  • 324
1 vote
Accepted

How to combine bilateral blur passes?

You apply one pass with your source image as input to get an intermediate image. Then you apply the second pass using the intermediate image as input to get your output. ...
DMGregory's user avatar
  • 135k
1 vote

What is the difference between these two shaders in terms of performance?

vec2 ofs = horizontal ? vec2(offset.x, 0) : vec2(0, offset.y); Simple ternary expressions like this can be compiled to a conditional move instruction, with no ...
DMGregory's user avatar
  • 135k
1 vote
Accepted

Gamemaker: images appear blurred in application

As far as my eyes see on your example, the upper part of those sprites have hard edges. Bilinear interpolation blends from color to color, if you use a bigger resolution for your sprites than the ...
OC_RaizW's user avatar
  • 1,460
1 vote

Gaussian blur spritesheet/texture atlas without clipping edges

This is an issue with any non 1x1 filter(such as a Gaussian one). If you don't want to clip, you can not apply the filter on the edge, or apply only part of it(and it will be darker probably). Another ...
JavaProphet's user avatar
1 vote

Variance shadow maps don't want to render properly

Regarding cubemap seams, you can just filter across edges. See: glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); As far as your actual shadow quality, the entire benefit ...
GameGraph's user avatar

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