Put the farm game on the shelf for a while because uni’s back.
I spent all weekend making a easy to use post processing system for OpenGL. Basically, I am drawing my entire scene to a FBO, then drawing a fullscreen quad with the FBO as the texture to a different FBO. Then I draw that FBO as a full screen quad to another FBO, rinse and repeat until all effects have been applied. The system uses a list of effects which means you can stack shaders to combine effects.
Usage:
//Setup code PostProcessor pp( screenW, screenH ); Shader* shader1 = new Shader(); shader1->loadVertexShader( "file.vert" ); shader1->loadFragmentShader( "file.frag" ); shader1->compileShader(); pp.addEffect( shader1 );
//Main game loop pp->stopRendering(); //All scene rendering code to go here pp->stopRendering(); //Draw the final screen pp->drawProcessedScreen();
Easy as!
Here are some screenshots of various shaders:
- 3xDark edges + a bloom
- No effect
- Crazy effect
- Wave
- Blur
- Wave + Blur
- Horizontal find edges


















