Silverfire
Member
Hi guys. So I understand how shaders work and how to implement them. In my game, I have an object with a Post Draw event that applies a distortion shader to simulate a water effect. This effect is not applied to the whole screen/view, only the water object. A different object takes care of drawing the application surface. It looks good when not stretching the surface to cover the whole screen, but not so much when I go fullscreen. See the pictures for reference:
Surface displayed at 0,0 with room view original width and height (960x540):
Full screen (1920x1080 in my case), the effect is displayed close to where it would be if it wasn't in fullscreen:
I think the solution is having a 960x540 surface, apply the shaders on this surface, then stretch the surface to fill the screen? But I am unable to do it, I can't seem to find the correct code lines.
Thanks.
Surface displayed at 0,0 with room view original width and height (960x540):
Full screen (1920x1080 in my case), the effect is displayed close to where it would be if it wasn't in fullscreen:
I think the solution is having a 960x540 surface, apply the shaders on this surface, then stretch the surface to fill the screen? But I am unable to do it, I can't seem to find the correct code lines.
Thanks.
Last edited: