hw3web Posted March 6, 2014 Share Posted March 6, 2014 Is there any basic tutorial for postprocessing: if I want add this :" var sepiaKernelMatrix = BABYLON.Matrix.FromValues(0.393, 0.349, 0.272, 0,0.769, 0.686, 0.534, 0,0.189, 0.168, 0.131, 0,0, 0, 0, 0);var postProcess = new BABYLON.ConvolutionPostProcess("Sepia", sepiaKernelMatrix, 1.0, null, null, engine, true); "what else I need to do to work? And how to do if I would like add to postProcesses together ? Please any simple(basic) code ! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 6, 2014 Share Posted March 6, 2014 Just specify the camera and you're done var postProcess = new BABYLON.ConvolutionPostProcess("Sepia", sepiaKernelMatrix, 1.0, camera, null, engine, true); Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 6, 2014 Author Share Posted March 6, 2014 Thank you Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 7, 2014 Author Share Posted March 7, 2014 I need to ask what ConvolutionPostProcess matrix is base on as I try make some effect and is not working as in other programs Convolution Matrix example : 1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2014 Share Posted March 8, 2014 Could you share you sample somewhere? Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 8, 2014 Author Share Posted March 8, 2014 Babylon In Flash : In gimp: make : - picture lower is result http://hw3web.co.uk/web/babylon/test/balls - you can see source code if you prefer that Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 8, 2014 Share Posted March 8, 2014 I'm not sure, but may be that: eff.height and eff.width could be the solution.I knows not much post processing. so it's just an idea. Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 8, 2014 Author Share Posted March 8, 2014 No, that is not problem, I clean totally code: ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// var sun = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(60, 100, 10), scene);var camera = new BABYLON.ArcRotateCamera("camera", 1, 0.8, 10, new BABYLON.Vector3.Zero(), scene);scene.activeCamera = camera;scene.activeCamera.attachControl(canvas);/////////////////////////// Post Process A ) var testp = BABYLON.Matrix.FromValues(0.393, 0.349, 0.272, 0,0.769, 0.686, 0.534, 0,0.189, 0.168, 0.131, 0,0, 0, 0, 0);B ) var testp = BABYLON.Matrix.FromValues(1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1); var eff = new BABYLON.ConvolutionPostProcess("Sepia", testp, 1.0, camera, null, engine, true);engine.runRenderLoop(function(){scene.render();}); ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// with active line A) - http://hw3web.co.uk/web/babylon/test/balls/index_sepia.html with line B ) - http://hw3web.co.uk/web/babylon/test/balls/index_strange.html just blank page - as I show above for this 1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1 in Convolution effect should be different ! ? I just want to know how manipulate this numbers , as they not standard Convolution - PostProcess Matrix 4x4 Thank you Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 10, 2014 Share Posted March 10, 2014 Hello here is how pixels are evaluated:vec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb; Perhaps you should try with the transpose of your matrix Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 10, 2014 Author Share Posted March 10, 2014 so it is not ConvolutionPostProcess !? not sure what you mean transpose matrix ! sorry Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 11, 2014 Share Posted March 11, 2014 just create your matrix and call var newMat = BABYLON.Matrix.Transpose(mat); Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 11, 2014 Author Share Posted March 11, 2014 so what is the best way using posprocess to achive effect like this or pencil draw effect ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 11, 2014 Share Posted March 11, 2014 It could be complex shader but you can write your own glsl code with postprocess Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 12, 2014 Author Share Posted March 12, 2014 I am completely new in this subject ,as if I make shader like it: what I should do with it ? ( I try just load to JS - don't work) #ifdef GL_ESprecision mediump float;#endif uniform float time;uniform vec2 mouse;uniform vec2 resolution; void main( void ) { vec2 position = ( gl_FragCoord.xy / resolution.xy ) + mouse / 4.0; float color = 0.0;color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );color *= sin( time / 10.0 ) * 0.5; gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 ); } Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 12, 2014 Share Posted March 12, 2014 Just save your shader as .fx file and do something like this:var postProcess1 = new BABYLON.PostProcess("Down sample", "./Scenes/Customs/postprocesses/downsample", ["screenSize", "highlightThreshold"], null, 0.25, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE);This code was made for this shader:#ifdef GL_ESprecision mediump float;#endif// Samplersvarying vec2 vUV;uniform sampler2D textureSampler;// Parametersuniform vec2 screenSize;uniform float highlightThreshold;float highlights(vec3 color){ return smoothstep(highlightThreshold, 1.0, dot(color, vec3(0.3, 0.59, 0.11)));}void main(void) { vec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y); vec4 baseColor = texture2D(textureSampler, vUV + vec2(-1.0, -1.0) * texelSize) * 0.25; baseColor += texture2D(textureSampler, vUV + vec2(1.0, -1.0) * texelSize) * 0.25; baseColor += texture2D(textureSampler, vUV + vec2(1.0, 1.0) * texelSize) * 0.25; baseColor += texture2D(textureSampler, vUV + vec2(-1.0, 1.0) * texelSize) * 0.25; baseColor.a = highlights(baseColor.rgb); gl_FragColor = baseColor;} Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 13, 2014 Author Share Posted March 13, 2014 thank you for all that I will need to try aby of that , but I think Shaders are to complicate for amator as I am. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 14, 2014 Share Posted March 14, 2014 Because I'm a so kind guy, I updated the convolution shader to accomodate your wishes Now you can do emboss for instance: How to do that? Just a line of code:var postProcess = new BABYLON.ConvolutionPostProcess("convolution", BABYLON.ConvolutionPostProcess.EmbossKernel, 1.0, camera); You can obviously use your own by specifying an array of 9 floats. Some are already provided out of the box: BABYLON.ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1]; BABYLON.ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0]; BABYLON.ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1]; BABYLON.ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0]; BABYLON.ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2]; BABYLON.ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0]; kpgbrink, Artem and Dad72 3 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 15, 2014 Share Posted March 15, 2014 Wow, nice Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 16, 2014 Author Share Posted March 16, 2014 So in the end is 3x3 matrix array. Need to test it. I am away for a weekend . But will let you know all results . Thank you Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 17, 2014 Share Posted March 17, 2014 Yes this is a 3x3 matrix Quote Link to comment Share on other sites More sharing options...
hw3web Posted March 30, 2014 Author Share Posted March 30, 2014 Hi I am back to life , and test it and I must say thank you very much, absolutely brilliant . Quote Link to comment Share on other sites More sharing options...
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