Jonathan White wrote: > OK Folks, > > I have entirely implemented the L4D Glow Effect in C++. Check it out along > with my very lengthy description of the code on the Developer Wiki: > > http://developer.valvesoftware.com/wiki/L4D_Glow_Effect > > The only hanging issue is that of shaders. I couldn't get your shaders to > load with my mod Garry, but I'll be honest that was my first time working > with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are > completely messed up. They both take different parameters and BlurFilterY is > disabled by default. BlurFilterX's strength does not seem to be editable via > parameters. If someone can get a blur shader to work properly please let me > know, as of right now BlurFilterY mainly drives the effect of this glow. > > Thanks to everyone for your help! > > Jonathan White > <Killer Monkey> > GoldenEye: Source > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > Nudel made this blur shader a while back. The amount of blur is adjustable via a given material's alpha channel. Perhaps it will be some use to you! It does need some fixing though.
http://www.chatbear.com/unity2/4991/153,1168096461,2852/1023534/0#5 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

