Monday, December 14, 2009

Desaturation Glow


I was in the middle of attempting to reproduce an effect called "soft-glow" that GIMP uses, which was a feature request on Leadwerks by Ubu. Their effect uses a type of desaturation, so I had decided to work on the basic effects found on most programs. Brightness, Contrast, Hue, Saturation, Desaturation, and so forth. Combining some of the new functions I made in GLSL I landed on an effect that produced similar results as below.


The difference between the original results and the results below are several. The results before produced more of a blur since I was using a blur buffer used by multiple other effects. Without using the blur buffer as part of the glow effect I would sacrifice the volumetric light scattering effect, but using the blur buffer I get more blur than anything. So, I simply adjusted the texture look-up to take out the blur and kept the volumetric light scattering.


Brightness values and desaturation are what produced this type of effect. I think it brings out the brightness in the bright areas and the darkness in the dark areas. Which of course is what the intent of this type of shader should reproduce when adjusting brightness, desaturation, and so forth.


Updated: Hopefully these screens will provide a better look at the effects of this new shader.



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