1. WanSou

    GMS 2.3+ How Do I Do Post Processing ?

    I've been trying to get that "Unity Post Processing" look to my game, something like this : all I need is just a simple glow around the platforms/player, but I can't find a way to do it... could someone help me with getting this effect ? I tried some glow shader already but it didn't look...
  2. jf_knight

    Shaders Glow shader

    I'm trying to implement a glow shader. I want to get the bloom effect without the accompanying "brightness" effect. What can I change to decrease this brightness intensity? It's based on this shader:
  3. FoufaDjo

    GMS 2 how can i put a glowing outline for sprites

    i have a explosion sprite that i want to have on it a glowing outline for that it can be seen clearly on dark places can u show me some ways to how to do that pls :)
  4. FoufaDjo

    Shaders i cant get the shader to work ;c

    i fond a very good shader from a web site but when i put in my object the object become invisible xd can some one show me were is the problem or if u have better glow shader for sprites let me know ^^ : varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float sigma; // The sigma...
  5. S

    Question - Code Physic Particles Glow

    Hi I started to play around with physics and came accross this video: Does anybody know how to achieve that the center of the mass get a brighter color (glowing)? The linked Game maker file from the video is not working correctly anymore in GM Studio. I tested different blending modes, but...
  6. M

     [Working Prototype] - The Red Baron

    Usually, you think of the "Red Baron" as the legendary WWI pilot. Well, this Red Baron is a glowing orb - with a blip cannon; Red Baron and "glowing's" not something you'd think would fit together. Unlike other top-down arcade-style shooters, which just give you a limited amount of ammo to...
  7. DukeSoft

    Asset - Shaders [FREE] Bloom / Glow shader

    Hi everyone :) Just dropping this shader off. A simple, yet effective bloom shader. GLSL ES Fragment code: varying vec2 v_vTexcoord; varying vec4 v_vColour; const float blurSize = 1.0/512.0; uniform float intensity; void main() { vec4 sum = vec4(0); int j; int i; // take...