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	<id>https://wiki.wolfire.com/index.php?action=history&amp;feed=atom&amp;title=Post_Processing_Effects</id>
	<title>Post Processing Effects - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wolfire.com/index.php?action=history&amp;feed=atom&amp;title=Post_Processing_Effects"/>
	<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;action=history"/>
	<updated>2026-05-04T18:14:08Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=5132&amp;oldid=prev</id>
		<title>Silverfish: Removed section about motion blur for weapons as a special system is no longer used for weapon motion blur.</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=5132&amp;oldid=prev"/>
		<updated>2017-11-09T14:54:53Z</updated>

		<summary type="html">&lt;p&gt;Removed section about motion blur for weapons as a special system is no longer used for weapon motion blur.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:54, 9 November 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;             normal map than it is to recalculate transformed normals and tangents for  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;             normal map than it is to recalculate transformed normals and tangents for  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;             each vertex.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;             each vertex.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;     &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;= Motion Blur for Weapons =&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overgrowth&#039;s weapons use motion blur based on stippling. Stippling is also used to render soft shadows, and the technique of stippling is explained in [http://blog.wolfire.com/2009/10/transparent-shadows-using-stippling/ this old blog post]. The motion blur for weapons works by drawing the weapon several times along it spath using different stipple patterns for each instance, as mentioned in the [http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog A135 video].&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Silverfish</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=4340&amp;oldid=prev</id>
		<title>Poddus: stub</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=4340&amp;oldid=prev"/>
		<updated>2015-02-13T20:16:29Z</updated>

		<summary type="html">&lt;p&gt;stub&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:16, 13 February 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{stub}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Post processing effects are image filters that are applied as a final step before each rendered frame is drawn to the screen -- much like Photoshop filters.&amp;#039;&amp;#039; This explanation is lifted word-for-word from David&amp;#039;s blog post on the subject. He doesn&amp;#039;t go into much detail about it in his blog posts, but here&amp;#039;s links to [http://blog.wolfire.com/2009/04/post-processing-part-one/ part one] and [http://blog.wolfire.com/2009/04/post-processing-part-two/ part two] any way.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Post processing effects are image filters that are applied as a final step before each rendered frame is drawn to the screen -- much like Photoshop filters.&amp;#039;&amp;#039; This explanation is lifted word-for-word from David&amp;#039;s blog post on the subject. He doesn&amp;#039;t go into much detail about it in his blog posts, but here&amp;#039;s links to [http://blog.wolfire.com/2009/04/post-processing-part-one/ part one] and [http://blog.wolfire.com/2009/04/post-processing-part-two/ part two] any way.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=4338&amp;oldid=prev</id>
		<title>Poddus: Created page with &quot;&#039;&#039;Post processing effects are image filters that are applied as a final step before each rendered frame is drawn to the screen -- much like Photoshop filters.&#039;&#039; This explanation ...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfire.com/index.php?title=Post_Processing_Effects&amp;diff=4338&amp;oldid=prev"/>
		<updated>2015-02-13T20:15:40Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;Post processing effects are image filters that are applied as a final step before each rendered frame is drawn to the screen -- much like Photoshop filters.&amp;#039;&amp;#039; This explanation ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;Post processing effects are image filters that are applied as a final step before each rendered frame is drawn to the screen -- much like Photoshop filters.&amp;#039;&amp;#039; This explanation is lifted word-for-word from David&amp;#039;s blog post on the subject. He doesn&amp;#039;t go into much detail about it in his blog posts, but here&amp;#039;s links to [http://blog.wolfire.com/2009/04/post-processing-part-one/ part one] and [http://blog.wolfire.com/2009/04/post-processing-part-two/ part two] any way.&lt;br /&gt;
&lt;br /&gt;
= Shaders =&lt;br /&gt;
Overgrowth uses GLSL shader language, and the users can create custom shaders. Some blog posts explain how some of the shaders work, such as the posts about [http://blog.wolfire.com/2008/12/object-lighting-part-1/ Object Lightning], [http://blog.wolfire.com/2009/09/character-rim-lighting/ Character Rim Lighting] and [http://blog.wolfire.com/2009/09/trees-in-the-breeze/ Trees in the Breeze]. Overgrowth&amp;#039;s character animation is also done through a shader, as David mentioned in [http://blog.wolfire.com/2009/10/character-normal-maps/#comment-18448230 a blog comment].&lt;br /&gt;
&lt;br /&gt;
            The skeletal animation is done in the vertex shader anyway, so it&amp;#039;s actually &lt;br /&gt;
            faster and smoother-looking to just apply the bone matrices to the object-space &lt;br /&gt;
            normal map than it is to recalculate transformed normals and tangents for &lt;br /&gt;
            each vertex.&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
= Motion Blur for Weapons =&lt;br /&gt;
Overgrowth&amp;#039;s weapons use motion blur based on stippling. Stippling is also used to render soft shadows, and the technique of stippling is explained in [http://blog.wolfire.com/2009/10/transparent-shadows-using-stippling/ this old blog post]. The motion blur for weapons works by drawing the weapon several times along it spath using different stipple patterns for each instance, as mentioned in the [http://blog.wolfire.com/2011/06/Overgrowth-a135-video-changelog A135 video].&lt;/div&gt;</summary>
		<author><name>Poddus</name></author>
	</entry>
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