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
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>
>   
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

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