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GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Fri Jul 09, 2010 11:21 pm Post subject: |

Chip wrote:

GiffE wrote:
black and white can be done using the same way, except with the cvar r_saturation. Fade it from 1 to 0, 0 being fully saturated/blacknwhite.

I know that. Any idea for contrast? DP-only? Any idea for any screen effect like sepia, blue tint, green tint?
EDIT: It's actually r_glsl_saturation in DP.

Ah yes r_glsl_saturation* (went off memory) you can make a sepia, blue, or green tints pretty easily by adding to the glsl/default.glsl post processed effects.
If you need a copy of glsl/default.glsl I think the command to dump it is r_glsl_dumpshader but my memory is fuzzy.
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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Sat Jul 10, 2010 1:28 pm Post subject: |

GiffE wrote:

Chip wrote:

GiffE wrote:
black and white can be done using the same way, except with the cvar r_saturation. Fade it from 1 to 0, 0 being fully saturated/blacknwhite.

I know that. Any idea for contrast? DP-only? Any idea for any screen effect like sepia, blue tint, green tint?
EDIT: It's actually r_glsl_saturation in DP.

Ah yes r_glsl_saturation* (went off memory) you can make a sepia, blue, or green tints pretty easily by adding to the glsl/default.glsl post processed effects.
If you need a copy of glsl/default.glsl I think the command to dump it is r_glsl_dumpshader but my memory is fuzzy.

I already have that default.glsl file. I'll look at it when I can.
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My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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