[MOD] Chartre's NEW post-effects pack *alpha 211 update!*

Post Reply
User avatar
zzwerty
Posts: 479
Joined: Sun Nov 14, 2010 1:01 am

[MOD] Chartre's NEW post-effects pack *alpha 211 update!*

Post by zzwerty » Sat Dec 27, 2014 8:35 am

There were some big changes to shaders in 210 that broke this pack. So I now present to you an updated version that works with 211. I couldn't quite get the noise down as low as before, because the way noise is handled was changed completely from the previous version, but otherwise I think it looks much nicer than vanilla overgrowth :P

Screens:
I wish I could get some screens in a forest scenario! But they all seem to be broken by the new version. View them at higher res for full effect.
Shaders:

ImageImage

Image
Image


No Shaders:
Image
Image


Installation process
Extract the zip to the Overgrowth/Data/GLSL/ folder (If you installed from Steam, this is /Steam/SteamApps/common/Overgrowth/Data/GLSL/). You're done!

You used to need to change some values to fit your screen resolution, but as of alpha 210 it's unnecessary due to the updated shaders.


Customisation
In the same post.frag file as before, you can turn on or off Ambient Occlusion, Depth of Field, and Bokeh. Bokeh is off by default as of 22/11/15 because it's made redundant by the lovely HDR bloom.

You can also change the strength of the Depth of Field.

If the game is slow, first try turning off the blur's depth test. This is often unnoticeable when off so you can still have to full experience of the shaders without them. After that, try setting DOF and SSAO quality to 1 or reducing the "SSAO_FAR" parameter. If it is still running slowly, turn off either DOF or SSAO. If it still runs slowly, you'll need a better GPU to run this shader pack :?

Bugs

This mod has been tested on a Xubuntu machine with an R9 270 and Intel 4670 CPU. Often different graphics cards and operating systems give different errors;
I do not have access to any nVidia cards or Windows/Mac machines. Therefore if you encounter an error, please tell me your GPU, OS and exactly what the error says.
I will do my best to fix all problems :)
Attachments
chaderpack211.zip
Updated 23/11/15
(2.58 KiB) Downloaded 57 times
Last edited by zzwerty on Thu Nov 26, 2015 5:21 am, edited 11 times in total.

User avatar
akazi
Posts: 1935
Joined: Fri Dec 30, 2011 3:14 pm
Location: Montgomery, Alabama

Re: [MOD] Chartre's NEW post-effects pack

Post by akazi » Sat Dec 27, 2014 1:27 pm

I love you. :P I just installed your older one a few days ago, and I was thinking if you would update this. :D My wish is granted. I am getting these error for the post.frag:

Image

Clicking continue:
Image

Windows 7 64bit, GPU AMD HD 7870

bayc
Posts: 132
Joined: Tue Aug 06, 2013 12:03 am

Re: [MOD] Chartre's NEW post-effects pack

Post by bayc » Sat Dec 27, 2014 4:26 pm

And when I click continue, the same thing pops up again, I hit continue again, and I can play the game but the shaders are not taking effect.

Windows 7 64 bit, Intel (R) Core (TM) i7-4770k CPU @ 3.50 GHz
Attachments
OGshaderError.png
OGshaderError.png (27.89 KiB) Viewed 4051 times

User avatar
zzwerty
Posts: 479
Joined: Sun Nov 14, 2010 1:01 am

Re: [MOD] Chartre's NEW post-effects pack

Post by zzwerty » Mon Dec 29, 2014 3:17 am

Okay, updated now, and should've solved both your problems.
Also:
akazi wrote:I love you. :P
Thanks man :P

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 10:16 pm
Location: Los Angeles
Contact:

Re: [MOD] Chartre's NEW post-effects pack

Post by Anton » Mon Dec 29, 2014 1:38 pm

Looking forward to checking these out more... I get this error on Mac:
Float and Int
Float and Int
And Clicking Continue:
Screen Shot 2014-12-29 at 10.13.22 AM.png

User avatar
akazi
Posts: 1935
Joined: Fri Dec 30, 2011 3:14 pm
Location: Montgomery, Alabama

Re: [MOD] Chartre's NEW post-effects pack

Post by akazi » Mon Dec 29, 2014 2:13 pm

Honestly I am not a fan of the projectedshadowdecal.

User avatar
zzwerty
Posts: 479
Joined: Sun Nov 14, 2010 1:01 am

Re: [MOD] Chartre's NEW post-effects pack

Post by zzwerty » Mon Dec 29, 2014 7:29 pm

Overgrowth changes the shadow blur based on the sun, so on some levels the projectedshadowdecal looks fine and on others it looks quite ugly and jaggy. Anyway, I (hopefully) fixed Anton's error and added a bit to the blurring, so hopefully this will remove some jaggs.

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 10:16 pm
Location: Los Angeles
Contact:

Re: [MOD] Chartre's NEW post-effects pack

Post by Anton » Tue Dec 30, 2014 3:43 pm

Hey,

I got some new errors with this version. They didn't relate to your shaders specifically, but it only happens with your shaders installed.
Screen Shot 2014-12-30 at 12.21.14 PM.png
Screen Shot 2014-12-30 at 12.21.28 PM.png

User avatar
zzwerty
Posts: 479
Joined: Sun Nov 14, 2010 1:01 am

Re: [MOD] Chartre's NEW post-effects pack

Post by zzwerty » Thu Jan 01, 2015 11:51 pm

Anton wrote:Hey,

I got some new errors with this version. They didn't relate to your shaders specifically, but it only happens with your shaders installed.
Really not sure what caused these, and I wasn't really able to reproduce them. I'm guessing they stem from projectedshadowdecal.frag though, so for the mean time I've removed it from the pack. Thanks for being so vigilant in your reporting of errors, though. :)

I also fixed a bug in some levels where the sky becomes posterized when you look at it.

User avatar
zzwerty
Posts: 479
Joined: Sun Nov 14, 2010 1:01 am

Re: [MOD] Chartre's NEW post-effects pack *alpha 211 update!

Post by zzwerty » Sun Nov 22, 2015 8:08 am

Hey! I just updated these to work with 211.
Bumping.

User avatar
rodeje25
Posts: 1036
Joined: Wed Mar 12, 2014 1:17 am
Location: Cold and Rainy Netherlands

Re: [MOD] Chartre's NEW post-effects pack *alpha 211 update!

Post by rodeje25 » Tue Dec 01, 2015 11:03 am

just realised how beautifull it actually looks! if i just got more money quicker i could get a new computer....+

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 10:16 pm
Location: Los Angeles
Contact:

Re: [MOD] Chartre's NEW post-effects pack *alpha 211 update!

Post by Anton » Fri Dec 04, 2015 9:06 pm

Sadly I'm getting a bunch of errors now (although, they are admittedly all probably based on the same issue). I'm uploading a zip file of all the screen shots for you. I could be wrong, but I think they are just issues with defining variables...
Errors with Shader.zip
(1.22 MiB) Downloaded 64 times

dirtydanisreal
Posts: 1
Joined: Thu Aug 14, 2014 10:06 pm

Re: [MOD] Chartre's NEW post-effects pack *alpha 211 update!

Post by dirtydanisreal » Thu Aug 04, 2016 3:39 pm

Any way to get this working with the most recent update?

Post Reply