Author Topic: A Bloom option or addon?  (Read 551 times)

I just remembered  about qeffects.gl and how it added Bloom to games, and then I thought "What if Blockland had a bloom option"
Maybe bricks with Glowfx would have a fuzzy glow look, lights would be enhanced...

So my two main questions are:
1. Can this be done without an engine change?
2. If so would it require modifying external Blockland Files, like the custom shaders?


Port's ultra shaders had pseudo-bloom, but I don't actually know how intensive they are on their own. I'll look into it, provided someone better qualified doesn't come along.

Port's ultra shaders had pseudo-bloom, but I don't actually know how intensive they are on their own. I'll look into it, provided someone better qualified doesn't come along.
Tried them 20~15 FPS, not good for all time use...

I have modern hardware, I could use a new GFX Card but, thats not what the topic is about.
In a nutshell I can run Medium and High Shaders at a stable 60~55FPS.

Not possible as an add-on, as add-ons cannot write to the shaders/ folder.
Not possible as a custom shader, as we can only implement world shaders. There is no exposed pipeline for post processing the framebuffer (which is how bloom works). If we had access to a post processing shader with a depth buffer we could implement things like bloom, dynamic DoF, low quality SSAO, HDR, etc.

Not possible as an add-on, as add-ons cannot write to the shaders/ folder.
Not possible as a custom shader, as we can only implement world shaders. There is no exposed pipeline for post processing the framebuffer (which is how bloom works). If we had access to a post processing shader with a depth buffer we could implement things like bloom, dynamic DoF, low quality SSAO, HDR, etc.
Well that sucks, well maybe one day we can have post processing effects.