[library] shine - post processing effects for everyone

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T-Bone
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Re: [library] shine - post processing effects for everyone

Post by T-Bone » Thu Mar 05, 2015 6:29 pm

vrld wrote:
kikito wrote:The demo fails for me in several occasions (I just re-downloaded it again to make sure).
Whoops... should be fixed now.
uhm..
A rain effect would be really neat!

Come to think of it, there was a Löve game here on the forums not too long ago that had a really nice rain effect. I don't think it was shader based though.

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josefnpat
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Re: [library] shine - post processing effects for everyone

Post by josefnpat » Sun May 10, 2015 7:27 am

Bumping because this lib is awesome. I offered a pull request for a DMG shader.

https://github.com/josefnpat/shine/comm ... ca48c382c7
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georgeprosser
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Re: [library] shine - post processing effects for everyone

Post by georgeprosser » Sat Jan 07, 2017 12:15 am

Only just found this library, so thanks for keeping it up to date. Breeze to use so far.

Only issue I've had is that window resizing can mess up some shaders. My solution was to reinitialize everything in love.resize(), which is not ideal.

maemi
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Re: [library] shine - post processing effects for everyone

Post by maemi » Sat Oct 21, 2017 11:29 pm

Hii!! I just wanna to tell that I love Shine!! and I really want to use it, but I'm having issues.
My game needs transformation because the camera has to follow the player, but the things that I want to use the effects from shine are static. They stay in the same location of the map, but when I move the player (and hence the camera) the stuff that is being drawing inside grain:draw is also moving in a way that shouldn't. It's not even following the player, it's like moving in the opposite direction, as if I was applying another translate with opposite parameters. Is that because you use a different canvas in the filmgrain? I never used canvas, so I don't know much about it. Anyway! I have to say thank you for this beautiful library! nice work.
Someone have pointed that he has gotten shine to play well with gamera, but I'm using gamera now and still the same problem.

maemi
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Re: [library] shine - post processing effects for everyone

Post by maemi » Sun Oct 22, 2017 3:38 am

I think I have discovered. At least, how to use this correctly with transformation.Some other people have had problem on this, so maybe you add a note or a example that teaches the proper way to use when you also want to use transformations. You have to call any transformation inside the drawing operation of a shine effect. Maybe it's trivial for more experienced programmers, but it wasn't clear for me at all and surely won't be clear for newbies programmers like me ^^
for example:

Code: Select all

love.graphics.translate(tx, ty)
grain:draw(function()
	something()
end)
this will bug if translate change a lot, but:

Code: Select all

grain:draw(function()
	love.graphics.translate(tx, ty)
	something()
end)
this will be fine if there's no type of transformation outside.

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Dr. Peeps
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Re: [library] shine - post processing effects for everyone

Post by Dr. Peeps » Mon Jan 22, 2018 2:35 am

Is there a demo for Shine/Moonshine that is compatible with LÖVE 0.10?

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yetneverdone
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Re: [library] shine - post processing effects for everyone

Post by yetneverdone » Sun Feb 04, 2018 12:41 am

Gives me error about the clear function in applied.

ex, boxblur line 55, says a nil value

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