14
Nov
09

Too Much is Never Good

Funny things can happen if one shader calculation goes wrong. I was making a screen space motion blur post-proc effect in glsl. I sent the current world-to-view matrix and the previous world-to-view matrix to the PS to find out the pixels previous and current screen-space position from that and blur along the resultant vector. if you happen to accidentally scale that vector, fun ensues!

Maybe I’ll use this accident for a dizzy/drugged effect in my next game.

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