Author Topic: Why so bright?  (Read 2883 times)

Kubbas

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Why so bright?
« on: 2010-07-08 19:57:21 »


I use the graphic tweak from sticky thread, everything works awesome and i thank author very much but can i change it to be more like deafult FF? Less bright?

sl1982

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Re: Why so bright?
« Reply #1 on: 2010-07-08 19:59:54 »
Which mod did you use specifically?

And are you able to change your colors in the options?

titeguy3

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Re: Why so bright?
« Reply #2 on: 2010-07-08 21:47:35 »
that looks like the work of bloom2.post to me.

Turn off post-processing in your ff7 openGL config file (ff7_opengl.cfg)

As for your choice in menu colors....no comment.

nikfrozty

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Re: Why so bright?
« Reply #3 on: 2010-07-08 22:11:08 »
Lower the brightness of bloom2.post
Code: [Select]
// very simple bloom shader, shamelessly stolen from http://myheroics.wordpress.com/

uniform sampler2D tex;
uniform float width;
uniform float height;

void main()
{
   vec4 sum = vec4(0);
   vec2 texcoord = vec2(gl_TexCoord[0]);
   int j;
   int i;

   for( i= -2 ;i < 2; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
}
That is my bloom2post. Just modify the numbers here:
for( i= -2 ;i < 2; i++)
for (j = -2; j < 2; j++)
Originally those numbers were number 4 but I lowered it so that it will not be so bright and not so dark too.

Kubbas

  • Guest
Re: Why so bright?
« Reply #4 on: 2010-07-08 23:13:39 »
that looks like the work of bloom2.post to me.

Turn off post-processing in your ff7 openGL config file (ff7_opengl.cfg)

As for your choice in menu colors....no comment.
Purple and Gold, Lakers colors my friend ;)

Lower the brightness of bloom2.post
Code: [Select]
// very simple bloom shader, shamelessly stolen from http://myheroics.wordpress.com/

uniform sampler2D tex;
uniform float width;
uniform float height;

void main()
{
   vec4 sum = vec4(0);
   vec2 texcoord = vec2(gl_TexCoord[0]);
   int j;
   int i;

   for( i= -2 ;i < 2; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
}
That is my bloom2post. Just modify the numbers here:
for( i= -2 ;i < 2; i++)
for (j = -2; j < 2; j++)
Originally those numbers were number 4 but I lowered it so that it will not be so bright and not so dark too.

Thank you very much

severen

  • Guest
Re: Why so bright?
« Reply #5 on: 2012-06-03 17:36:41 »
I had to bump this thread!  I finally found this post after a few hours and I have to THANK YOU

Lower the brightness of bloom2.post
Code: [Select]
// very simple bloom shader, shamelessly stolen from http://myheroics.wordpress.com/

uniform sampler2D tex;
uniform float width;
uniform float height;

void main()
{
   vec4 sum = vec4(0);
   vec2 texcoord = vec2(gl_TexCoord[0]);
   int j;
   int i;

   for( i= -2 ;i < 2; i++)
   {
        for (j = -2; j < 2; j++)
        {
            sum += texture2D(tex, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(tex, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(tex, texcoord);
    }
    else
    {
        if (texture2D(tex, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(tex, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(tex, texcoord);
        }
    }
}
That is my bloom2post. Just modify the numbers here:
for( i= -2 ;i < 2; i++)
for (j = -2; j < 2; j++)
Originally those numbers were number 4 but I lowered it so that it will not be so bright and not so dark too.

I've spent over 2 hours looking for a possible solution to this same issue.  If you search for bloom2/ bloom2 problems / bloom2post etc you come up with hundreds of results.  I had no idea how many pages of config files were out there.

It's a long shot but... Does anyone have any idea what language this is written in?  Curious if there's a way to edit the light/dark variables in any more increments than simply whole numbers. 

One again I thank you!