Title: GLSL map specific color correction Post by: fromhell on April 30, 2009, 02:00:18 AM UT3 has a neat color correction shader which alters the colors of the 3d viewport without affecting anything else, to set the atmosphere of the map. OA could have a similar feature through GLSL or so:
- reads maps/mapname.col file - in the col file is 3 values R G B S red, green, blue, saturation 255 255 255 255 so like 276 255 220 215 would make a 'hot' level 102 177 280 160 would make a 'cold' level Good idea? Title: Re: GLSL map specific color correction Post by: cosmo on April 30, 2009, 04:04:28 AM Sounds neat.
What about dynamic changing during play? Title: Re: GLSL map specific color correction Post by: Neon_Knight on April 30, 2009, 07:02:10 AM And how you set the areas which needs that colour in particular? I remember playing DM-Gateway (I had the idea to mix 3 OA maps through teleporters thanks to this map) and passing from a very white-fog cold section, to a green-fog and natural one, and then to a necrified-city-themed one.
Or you'll be applying that colour to any area of the map? Title: Re: GLSL map specific color correction Post by: andrewj on April 30, 2009, 07:13:03 AM Using GLSL shaders would really up the min-spec of OA.
I can think of various possible ways of achieving the same effect without per-pixel shaders: (1) in the engine, replace any "rgbGen identity" in any shader with "rgbGen const ( R G B )". Very easy to implement, but pretty primitive. (2) a post-processing pass on loaded map textures and model skins. (3) a post-processing pass on lightmaps and the light grid. |