I'd really like a way to overlay this sort of effect over a web page and not affect mouse events or anything. Wouldn't it be awesome to run a shader over a whole webpage like you can with native rendering?
These effects depend on treating the input as scanlines and pixels - and with modern web rendering approaches, there are too many unit conversions and abstraction layers in the way.
Anyway, nice article. Although I wish he'd expand on how to properly do the horizontal blur step - does it take gamma into account? If so how, and if not why not?
(I also wish I could just ask him, but current trends seem to mandate that personal websites and blogs shall not offer ways to leave feedback or comments, let alone a way to contact the author - "follow me on $current_shitty_social_network" doesn't count.)
Hello, author here. The horizontal blur in the example images was the default one in Krita. I assume it's done in gamma space. There isn't much to do "properly" here since it's supposed to be a fast and loose hack. For example at larger scaling factors (like 5x) it just doesn't look right.
Thanks, good to know. I suppose you could check by trying it on an edge-case, such as a pattern of alternating red and green pixels... on the other hand, the beauty of fast and loose hacks is that they often get you 99% of the way there.
P.S.: in the "Small World" department, that Cold Dreams screenshot from MobyGames was submitted by me. :) Jeez, 2013...
Anyway, nice article. Although I wish he'd expand on how to properly do the horizontal blur step - does it take gamma into account? If so how, and if not why not?
(I also wish I could just ask him, but current trends seem to mandate that personal websites and blogs shall not offer ways to leave feedback or comments, let alone a way to contact the author - "follow me on $current_shitty_social_network" doesn't count.)
P.S.: in the "Small World" department, that Cold Dreams screenshot from MobyGames was submitted by me. :) Jeez, 2013...