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Lens flare, now without that unneeded code #244
Wow, this came out of nowhere! Any images?
Also, I am particularly interested in learning more about what conditions would draw the lens flares. And can modders specifically assign different lens flare textures to different light sources?
Regarding customizable per-actor lens flares, IMO it should be definable inside GLDEFS, in similar fashion to how one would assign brightmaps or dynamic lights to actors. It should take some parameters: the texture to use, the 3D offset of the lens flare, the distance before it fades out. And maybe some other parameters too, like how intense the brightness of the lens flare is (the user CVar would just be multiplier then)
Also, is it possible to create an infinitely-distanced lens flare for eg the sun? I made lens flares using ACS and HudMessage (uggglllyyyy hack) and I was hoping shaders would allow me to get rid of my ACS! (Demo video here : https://www.youtube.com/watch?v=E-1wW0pAp5Y )
(everything in that video is faked using ACS and HudMessage... no shaders. I don't know how to write shaders)
@coelckers @nashmuhandes Demo video here : https://youtu.be/TrlogN1Y1uo . That shitty space suit effect can be fixed (yeah, i haven't fixed that yet!) by changing two lines of code. The lens flares are fully rendered by the shader which processes image from screen and adds flares to the light parts.
Exactly. Lens flare is cool as a temporary effect used in suitable places by level/mod author. Although as a permanent post-processing one it's pretty annoying IMHO.