froyok OP , 4 months ago Yesterday I tried once again to optimize my SSAO pass in compute, and still failed. A fragment shader still performs quite a lot better. So today I decided to play again with my bloom and lens-flare to tinker with other ideas. Like anamorphic shapes. Not necessarily a success, but I got interesting results just by playing with some buffers size or UVs: Screenshot of my game engine showing a bright cube partially hidden by a pillar emitting a bright vertical streak of light and curved lens-flares.
Yesterday I tried once again to optimize my SSAO pass in compute, and still failed. A fragment shader still performs quite a lot better.
So today I decided to play again with my bloom and lens-flare to tinker with other ideas. Like anamorphic shapes.
Not necessarily a success, but I got interesting results just by playing with some buffers size or UVs:
Screenshot of my game engine showing a bright cube partially hidden by a pillar emitting a bright vertical streak of light and curved lens-flares.