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It appears that if you have the same texture definitions set multiple times the blur will be applied more than once on the same steps, so removing the duplicates makes the blur be applied the right amount of times making it look better and more accurate.

this is with the duplicates
image

and this is without
image

iwubcode and others added 9 commits December 27, 2025 13:12
…a Material, rename previous EFB action as 'BeforeEFB'
…to get a Material for post processing, this material does not have a UID which is needed for drawing, and handles slightly differently during the processing/compilation step
…tion that provides a custom material, update the EFB with the material
… based on resolution using a custom material, expose bloom brightness and the amount of spread through parameters (not exposed in the UI yet). Original shader logic by TryTwo, reworked for graphics mods and cleaned up. Consider a guassian function with kernel in the future.

Co-authored-by: TryTwo <taolas@gmail.com>
removed duplicate definitions to make the blur be applied less times
@iwubcode iwubcode force-pushed the blurry_bloom branch 2 times, most recently from 44830d1 to cb26208 Compare January 31, 2026 03:54
@iwubcode iwubcode closed this Jan 31, 2026
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2 participants