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it could be that this code is running after all of your GUI elements (e.g. the object drawing the application surface runs its GUI draw event after the other GUI elements). You can try to place this instead in the "GUI Begin" event or setting this object to a higher depth / lower layer I believe. 


Hope this helps. :)

Another quick question, is there anyway to make the bloom not grainy?

(+1)

It uses a rotational sample blur instead of a box/gaussian blur. This was mostly done for performance reasons as sample blurring is more efficient and also fit the 'aesthetic' of the project. You can replace the shader code for the `blur()` function in the `shd_horrifi` fragment shader to another method of blurring if you would like. :) If you are looking for a more general purpose post processing shader, however, I would recommend FoxyOfJungle's Post Processing FX instead, as it will offer what horrifi does and MUCH MUCH more with better results. :)

I Hope this helps!