Kabloom! GUI bloom control rev3, now in header file

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*blah-blah-blah maniac*
Posts: 530
Joined: 30 Jan 2012, 13:18

Re: Kabloom! GUI bloom control rev3, now in header file

@Kermles: I have a file (in GLSL but you can easily adapt it to HLSL) that contains the exact math of all photoshop blend values extracted from Photoshop itself. I notice some difference to what prod80 posted so it'll be worth having a look imo.

https://www.mediafire.com/?ycywcuy60isb21n

@nexstac: Didn't mean to offend you but now after seeing how you react I don't feel sorry at all, wonder who the kid of us two is. What I mean with weird formatting is this for example:

http://abload.de/img/vorherdce8r.png

Huge mess with indents that make no sense, total chaos that makes my OCD go nuts. Some compilers complain if some formatting isn't right like code inside a loop not being more on the right side than the rest; they would commit suicide with your code.
Imho this is much more readable:

http://abload.de/img/nachherlidxp.png

Most comments are still senseless and self-explaining like "initialize variable" - no shit sherlock, I can see that. Formatting should make a code better readable and not making it look cool. Without all this stuff, your enbeffect would be like 1/3 of the size it already has, looks to me like you wanted to produce filesize...whatever, do as you want but if my opinion is that your code is a pain in the to read, it is still my opinion and you can't judge me for that. You are trying, so you just show me your own immaturity. And then calling me the kid. Great.

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*master*
Posts: 117
Joined: 22 Feb 2013, 03:33

Re: Kabloom! GUI bloom control rev3, now in header file

Marty
Hey, thanks a bunch! This will be useful for lots of stuff. I will compare them, and work on an update with more modes.

Nexzstac
You don't need to get worked up over what someone thinks of your code if it's your project, everyone has their style. I think your documentation is amazing though, I could not spend that much time on that.

Both
If you need to argue, can you do it in PM's?

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Posts: 30
Joined: 22 May 2013, 00:27

Re: Kabloom! GUI bloom control rev3, now in header file

@kermles
iam sorry, kermles!
i don´t want to get worked up in your thread...
but i can tell you... my native language is german... and i can read MartyMcFlys
posts (offending and aggressive by no reason to minors) at youtube.
i don´t like him!

oh, kermles... i now, you don´t like it ;)
...but, please forgive me that lines... i promisse i don´t do it again :)
...hey, it´s the ENB forum... the truth is always welcome, i thought :)

@marty
no need to write back... i will not come back again... i have no time for that
...and i don´t want to hack kermles thread!
but... think about:
my code is pretty easy, the math i use is for kids... why you can not read it?
and think about:
it is meant to make some simple ideas i have had, to show people how easy it
is to learn HLSL and develope ideas (not adopting or cloning).
this is the reason for my documentation!
a lot of people lost the fear about hlsl while reading my file and started to learn
it by themself.
my formatting is just my formatting... if you don´t like it -> change it and don´t bother me
with your aggression. you can do that in german with german kids on youtube, like you always do it! ok! fine! thank you, Marty

btw.
i have had opend your file... what the hell are you doing? lost code parts not related to each other...
changing variables, wich never come into play... lol... i have not the time to send pictures... other people can read it also!
ok, marty... have fun... and take care about your aggressions

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Posts: 5
Joined: 04 Sep 2014, 13:51

Re: Kabloom! GUI bloom control rev3, now in header file

Can someone please explain to mere mortal, how to integrate this bloom in skyrealism cinematic enb? Everytime i'm trying to put something in effect file, all effects disappear lol :D

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*sensei*
Posts: 372
Joined: 28 Jul 2013, 23:26

Re: Kabloom! GUI bloom control rev3, now in header file

akir
You don't need this in SkyRealism ENB, or any other preset already on Nexus or where ever. It's actually a really bad idea to integrate this in an already existing ENB because you basically can start over to tweak it from start. This resource's purpose is for ENB creators who start to build up their .fx files on their own and not use default fx files coming with ENB main download.

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Posts: 5
Joined: 04 Sep 2014, 13:51

Re: Kabloom! GUI bloom control rev3, now in header file

prod80
Ahh, that's a pity. Thanks for the reply.

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Posts: 99
Joined: 11 May 2014, 10:48

Re: Kabloom! GUI bloom control rev3, now in header file

I added DNI seperation to all the values (except Blend Mode), was told to post it here so here it is!

The function you have to place into enbeffect.fx now looks like this:

Code: Select all

color.rgb = kaBloom(_s3,
						_v0,
						color,
						ENightDayFactor,
						EInteriorFactor,
						InBlackD,
						InBlackN,
						InBlackN,
						InWhiteD,
						InWhiteN,
						InWhiteI,
						InGammaD,
						InGammaN,
						InGammaI,
						OutBlackD,
						OutBlackN,
						OutBlackI,
						OutWhiteD,
						OutWhiteN,
						OutWhiteI,
						BloomBrightnessD,
						BloomBrightnessN,
						BloomBrightnessI,
						BloomContrastD,
						BloomContrastN,
						BloomContrastI,
						BloomSaturationD,
						BloomSaturationN,
						BloomSaturationI,
						BloomSensitivityD,
						BloomSensitivityN,
						BloomSensitivityI,
						BloomIntensityD,
						BloomIntensityN,
						BloomIntensityI,
						RGBBalanceD,
						RGBBalanceN,
						RGBBalanceI,
						RGBWeightsD,
						RGBWeightsN,
						RGBWeightsI,
						BlendMode,
						BlendAmountD,
						BlendAmountN,
						BlendAmountI,
						BlendOpacityD,
						BlendOpacityN,
						BlendOpacityI
					);
Disclaimer: I'm not a particularly experienced programmer outside of playing around with Expression2 and Lua in Garry's Mod for 3000 hours or so, so my code might be awful without me realising. Feel free to point out how awful it is!
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