space: enables a pass of ssgi
left Shift: enables another pass of ssgi
Filter is too slow to be used in game yet, nonetheless it`s quite awesome.
also random sampling slows it down quite a bit. I should use a prebaked texture for it.
yes ssgi in bge
thanks!
was what that ingredience blender is missing for do ssgi you talked before some days? are you hack it or?
I do little scene mod, put more proper cornell box (0.5m edges), gamma reverse colors and add your gamma filter to the key G - hope you don’t mind
I want to see how it compare to other renders of cbox… and I’m surprised, pretty result for glsl
@Martinsh: would you mind checking it a little ??? It doesn’t work on ATI, saying something about unacceptable conversion in line 69 of the ssgi script
@qv51: Replace in ssao and ssao1
line 69 with “vec3 random = vec3(rand(gl_TexCoord[0].st*fres.xy));”
line 73 with “float depth = readDepth(gl_TexCoord[0].st);”
and line 98 with "gl_FragColor = vec4(readColor(gl_TexCoord[0].st)*finalAO+finalGI,1.0); "
It should work now (At least it does for me).
Wow, this is quite nice, but runs at 7 frames on my computer, which my computer is about mid range, I think my computer dislikes something the script does.
exactly, it is barely noticable in real games (unless you have a game with exaggerated colors), and yet too slow to be used in a game right now.
And yeah with downsampling all these filters (bloom, dof, blur, ssao…) will be much more faster.
nah, found a new and easier filter.
pretty nice, everything works. now i need a displacement mapping to work.
If you take the color bleed out, the method runs about twice faster when ran on a 256x256 buffer compared to larger buffer without color bleed as well, the smaller buffer introduces some artefacts though… Still quite slow post processing effect…
Amazing, its heavy but, i think that gives a nice look to the project.
Congratulations, its amazing.
Martinsh, there s a way to remove the timer property for example, atach this property directly on the filter by scripting?
Awesome work