froyok OP ,
@froyok@mastodon.gamedev.place avatar

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.

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