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FPSC Classic Models and Media / Adaptive Bloom by Bond1

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Mage
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Posted: 3rd Nov 2010 04:29
Can this shader be adapted for use in DBPro?

Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 3rd Nov 2010 17:56
Does it need adapting?

Some very useful tricks in that shader. For example, I hadn't thought of rendering to a 1x1 texture to get the overall brightness of the scene. Neat. I'll be testing some of those ideas in my own shaders. Thanks for posting it.
Metal Devil123
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Posted: 3rd Nov 2010 19:27
Very nice looking. I liked when you move from outside to inside, that was way too cool. Way better than the stock one.

bond1
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Posted: 4th Nov 2010 01:05
Thanks everyone. It's not often that the DBPro guys visit around these parts Glad you can find some use for this!

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"bond1 - You see this name, you think dirty."
Nomad Soul
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Posted: 4th Nov 2010 02:03
There are very few people that can write shaders like you bond1.

The FPSC community have been blessed with your talent and its nice to see the DBPro shader guru's giving you credit.

Mage
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Posted: 4th Nov 2010 03:04 Edited at: 4th Nov 2010 03:04
Quote: "Can this shader be adapted for use in DBPro?"
Quote: "Does it need adapting?"


Does it require Dark Shader for use in DBPro then or can it be implemented with the standard DBPro shader commands?

Also awesome effect. 10/10 A+++++++ Will buy again!

bond1
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Posted: 4th Nov 2010 05:03
Quote: "Does it require Dark Shader for use in DBPro then or can it be implemented with the standard DBPro shader commands?
"


I'm no expert in DBPro, but it was my understanding that the newest build of DBPro included built in support for RENDERCOLORTARGET. So it should work straightaway. There's really nothing specific in this shader to FPSC, and it loads into Dark Shader just fine as well. So I guess you would follow the same procedure as using any of the included fullscreen shaders in Dark Shader for use in DBPro.

----------------------------------------
"bond1 - You see this name, you think dirty."
Mobiius
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Location: The Cold North
Posted: 4th Nov 2010 17:10 Edited at: 4th Nov 2010 17:12
Just like to say this is one cool shader. I'm using it in DBP but it won't display anything unless I paste the camera effect texture to the screen. (It's as if the screen quad isn't being displayed) Any ideas?

I'm using the quad.fx from dark shader with your bloom shader. My code is below...


It doesn't really matter about the textures as the bloomable bit is an object with no texture anyway. Just rem out the 'Paste Image ScreenQuadImage, 0, 0' line in the 'UpdateBloom()' function

My signature is NOT a moderator plaything! Stop changing it!
Duke E
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Posted: 4th Nov 2010 19:51 Edited at: 4th Nov 2010 20:00
Try this.
Uses the (now free) Dark Shader commands.



(Edit: why is not the code syntax highlighting working )


Regards
Duke
Mobiius
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Posted: 5th Nov 2010 11:03
I tried it again, (The same code) And it works properly. Kinda weird.

My signature is NOT a moderator plaything! Stop changing it!
s4real
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Posted: 7th Nov 2010 00:23
Awesome work and a clever way how this bloom works.

Nice work

Best s4real



Pack ya games with vishnu fpsc packer its free.
Dark Goblin
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Posted: 7th Nov 2010 22:02 Edited at: 7th Nov 2010 22:03
I used the new adaptive bloom without big problem in DBP (used the old Bloom example by evolved to use bond1's shader).
Works perfect.

I also re-created my combined shader of bloom and filmgrain with the new adaptive bloom version.
The shader now uses the bloom and filmgrain like if you would use them alone (no problems with adjusting the values anymore).

I also added a sharpen effect.
You can download it right in the Models and Media section.
I dont want to post a link, as this thread is not directly about it.

I just want to make sure that I said this, that I really really love all your shaders bond1 and that I really love to combine them.
If you would just create a motion blur, this would be awesome. (I also have something to combine than )

DG

... efxMod Developer!
Morcilla
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Posted: 12th Nov 2010 12:26
Quote: "It's not often that the DBPro guys visit around these parts Glad you can find some use for this!"

Hey glad to visit here from the DGDK world too

@bond1, Great contribution, I'm crediting you for it in the next release, thanks a lot!

Skynet Games
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Location: At home, building stuff.
Posted: 2nd Jan 2011 23:34
question, how do you install this bloody thing?

Speed of the wolf, power of the pack!!
http://www.wolfgames.110mb.com/home.html
defiler
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Location: Canada
Posted: 3rd Jan 2011 04:14
@skynet games - Simple! Just go rooting though the effectsbank folder for the post-bloom shader and make a backup of it. Now drag bond's shader into that folder and make it replace the post-bloom shader.

Voila, it is now installed and ready to use as long as in your setup.ini, the post process is set to 1.

Current Project: Lost Contact: Station 7
Red Eye
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Posted: 3rd Jan 2011 18:35 Edited at: 3rd Jan 2011 18:42
Awesome stuff Bond1. Keep this up.

Greets,

RedEye

Edit: Edited the post, emailed to bond1.

SecretiveOps
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Posted: 4th Jan 2011 22:38
Hold on bond1, an off topic question, how did you get the widescreen? My widescreen monitor distorts everything. And on topic, the bloom looks great! This could make a great CoD:MW2 fan game shader.

Why does life suck the life out of you?
AJ Schaeffer
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Posted: 6th Jan 2011 03:04
when i see bond1 i do think dirty
Great shader bond1(god)

AJ Schaeffer
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Posted: 6th Jan 2011 04:38
bond1 checkout the FPSC chat too to see my cool bioshock effect

SilverCrow
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Posted: 10th Jan 2011 00:17
Hey Bond, I emailed you about this but never got a reply.

Would you like to put your Shaders on SplatterSpawn? We would be happy to accept any of your models as a matter of fact, and remember you get 100% commission through us!

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