Here is a 2D filters update with strength variable for them. There are still some problems that may be fixed later. Idea was by me, but most of this was made by TristanPorteries. All I did was deciding the mix() for strength. This is my first project here for you to know.:)
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- rB Blender
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Quick thought from my side: I don't think it is optimal to use GLSL mixing here, I'd rather stay in the C++/OpenGL context and use something like glAccum.
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I haven't used glAccum and other things like that. Haven't had experience. That's why I am not really sure how does it act.
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I do understand that, but it would nevertheless be a much nicer way to implement that feature, much simpler too.
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I guess I should polish this and remove strength variable for filter types that doesn't use it(e.g. Enable/Disable filter).