Hey everyone, I've been coding some very rough GLSL post-processing tests just to see what they'd look like in 0ad, and thought I might share some results. The following images are in pairs, with the "plain" images first and the filtered images after: http://imgur.com/a/zZe2L These images use SSAO, HDR and Bloom filters. The dark halos around the character models are due to the SSAO, which otherwise looks pretty decent. Credit where it's due: the shaders are modified versions of the fantastic wo
Wraitii, the high-contrast effect is due to the fake HDR, which is half-necessary for the bloom effect. I could reduce it, but I kind of like it this way Anyway, the halos were easy to fix once I stopped being lazy. People suggesting not to render on the terrain were onto the right track, and there's actually no need for an extra buffer: the models can be rendered first, then have the effect applied, then render everything else with depth testing on. New example: http://imgur.com/Tfa1b