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[Feature] Updated documentation for Gaussian Blur, adding details on …
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…the parameters

YoYoGames/GameMaker#3302
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gurpreetsinghmatharoo committed Jan 17, 2024
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Expand Up @@ -34,7 +34,7 @@ <h1><span data-field="title" data-format="default">FX Types &amp; Parameters</sp
<p> </p>
<p><a class="dropspot" data-rhwidget="DropSpot" data-target="drop-down1" href="#">View Filters Table</a></p>
<div class="droptext" data-targetname="drop-down1">
<table style="width: 95%;">
<table style="width: 95%;" class=" cke_show_border">
<colgroup>
<col style="width: 118px;" />
<col style="width: 252px;" />
Expand Down Expand Up @@ -724,122 +724,122 @@ <h1><span data-field="title" data-format="default">FX Types &amp; Parameters</sp
<div class="droptext" data-targetname="drop-down">
<table style="width: 95%;">
<colgroup>
<col />
<col style="width: 166px;" />
<col style="width: 286px;" />
<col style="width: 318px;" />
<col />
<col style="width: 118px;" />
<col style="width: 252px;" />
<col style="width: 473px;" />
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<col style="width: 317px;" />
</colgroup>
<tbody>
<tr>
<th colspan="5" style=""><a href="../Filters_and_Effects.htm#f_vs_x">Effects</a> (in-game only)</th>
</tr>
<tr>
<th>Type</th>
<th style="">Description</th>
<th>Example</th>
<th style="">Type</th>
<th>Description</th>
<th style="">Example</th>
<th>IDE Parameters</th>
<th>Runtime Parameters</th>
<th style="">Runtime Parameters</th>
</tr>
<tr>
<td style=""><strong>Blend</strong><br />
<td><strong>Blend</strong><br />
<br />
&quot;_effect_blend&quot;
</td>
<td>Apply a <a href="../../../GameMaker_Language/GML_Reference/Drawing/GPU_Control/gpu_set_blendmode.htm">blend mode</a> to the layer<br />
<td style="">Apply a <a href="../../../GameMaker_Language/GML_Reference/Drawing/GPU_Control/gpu_set_blendmode.htm">blend mode</a> to the layer<br />
<br />
<strong><span data-conref="../../../assets/snippets/Tag_note.hts"> </span> </strong>Only applicable to non-FX layers
</td>
<td style=""><img src="../../../assets/Images/Asset_Editors/FXs/blend.png" /></td>
<td><img src="../../../assets/Images/Asset_Editors/FXs/blend.png" /></td>
<td>Blend Mode</td>
<td><span class="inline">g_Blend</span> (Real)</td>
<td style=""><span class="inline">g_Blend</span> (Real)</td>
</tr>
<tr>
<td style=""><strong>Blend Ext</strong><br />
<td><strong>Blend Ext</strong><br />
<br />
&quot;_effect_blend_ext&quot;
</td>
<td>Apply an <a href="../../../GameMaker_Language/GML_Reference/Drawing/GPU_Control/gpu_set_blendmode_ext_sepalpha.htm">extended blend mode</a> to the layer<br />
<td style="">Apply an <a href="../../../GameMaker_Language/GML_Reference/Drawing/GPU_Control/gpu_set_blendmode_ext_sepalpha.htm">extended blend mode</a> to the layer<br />
<br />
<strong><strong><span data-conref="../../../assets/snippets/Tag_note.hts"> </span></strong> </strong>Only applicable to non-FX layers
</td>
<td style=""><img src="../../../assets/Images/Asset_Editors/FXs/blend_ext.png" /></td>
<td><img src="../../../assets/Images/Asset_Editors/FXs/blend_ext.png" /></td>
<td>Source Blend Mode<br />
Destination Blend Mode<br />
Alpha Source Blend Mode<br />
Alpha Destination Blend Mode</td>
<td><span class="inline">g_BlendExt_Src</span> (Real)<br />
<td style=""><span class="inline">g_BlendExt_Src</span> (Real)<br />
<span class="inline">g_BlendExt_Dest</span> (Real)<br />
<span class="inline">g_BlendExt_AlphaSrc</span> (Real)<br />
<span class="inline">g_BlendExt_AlphaDest</span> (Real)
</td>
</tr>
<tr>
<td style=""><strong>Gaussian Blur</strong><br />
<td><strong>Gaussian Blur</strong><br />
<br />
&quot;_effect_gaussian_blur&quot;
</td>
<td>Adds a blur to the game, allowing you to adjust how much the source image is downsampled, and the number of passes of the blur shader that are run.<br />
<td style="">Adds a blur to the game. You can adjust the number of times the image is downsampled when blurring, which increases the intensity of the blur but may result in blocky output. You can also adjust the number of passes, which is how many times blur is applied at each downsample level. This increases intensity of the final blur but costs performance.<br />
<br />
This is faster than the <strong>Large Blur</strong> filter.
</td>
<td style=""><img src="../../../assets/Images/Asset_Editors/FXs/gaussian_blur.png" /></td>
<td><img src="../../../assets/Images/Asset_Editors/FXs/gaussian_blur.png" /></td>
<td>Downsample Count<br />
Passes</td>
<td><span class="inline">g_numDownsamples</span> (Real)<br />
<td style=""><span class="inline">g_numDownsamples</span> (Real)<br />
<span class="inline">g_numPasses</span> (Real)
</td>
</tr>
<tr>
<td style=""><strong>Glow</strong><br />
<td><strong>Glow</strong><br />
<br />
&quot;_effect_glow&quot;
</td>
<td>Adds a glow to the game.<br />
<td style="">Adds a glow to the game.<br />
<br />
<strong><strong><span data-conref="../../../assets/snippets/Tag_note.hts"> </span></strong> </strong>This effect may reduce your game&#39;s performance on weaker devices.
</td>
<td style=""><img src="../../../assets/Images/Asset_Editors/FXs/glow.png" /></td>
<td><img src="../../../assets/Images/Asset_Editors/FXs/glow.png" /></td>
<td>Radius<br />
Quality<br />
Intensity<br />
Gamma<br />
Alpha</td>
<td><span class="inline">g_GlowRadius</span> (Real)<br />
<td style=""><span class="inline">g_GlowRadius</span> (Real)<br />
<span class="inline">g_GlowQuality</span> (Real)<br />
<span class="inline">g_GlowIntensity</span> (Real)<br />
<span class="inline">g_GlowGamma</span> (Real)<br />
<span class="inline">g_GlowAlpha</span> (Real)
</td>
</tr>
<tr>
<td style=""><strong>Recursive Blur</strong><br />
<td><strong>Recursive Blur</strong><br />
<br />
&quot;_effect_recursive_blur&quot;
</td>
<td>Adds a blur effect. &quot;Recursive&quot; refers to the method used for achieving the blur, as this is faster than a regular blur filter.<br />
<td style="">Adds a blur effect. &quot;Recursive&quot; refers to the method used for achieving the blur, as this is faster than a regular blur filter.<br />
<br />
<strong><strong><span data-conref="../../../assets/snippets/Tag_note.hts"> </span></strong> </strong>This effect may reduce your game&#39;s performance on weaker devices.<strong></strong>
</td>
<td style=""><img src="../../../assets/Images/Asset_Editors/FXs/recur_blur.png" /></td>
<td><img src="../../../assets/Images/Asset_Editors/FXs/recur_blur.png" /></td>
<td>Radius<br />
Quality<br />
Gamma</td>
<td><span class="inline">g_RecursiveBlurRadius</span> (Real)<br />
<td style=""><span class="inline">g_RecursiveBlurRadius</span> (Real)<br />
<span class="inline">g_RecursiveBlurQuality</span> (Real)<br />
<span class="inline">g_RecursiveBlurGamma</span> (Real)
</td>
</tr>
<tr>
<td style=""><strong>Windblown Particles</strong><br />
<td><strong>Windblown Particles</strong><br />
<br />
&quot;_effect_windblown_particles&quot;
</td>
<td>Creates a windblown particles effect, showing a leaf sprite by default.<br />
<td style="">Creates a windblown particles effect, showing a leaf sprite by default.<br />
<br />
<strong><strong><span data-conref="../../../assets/snippets/Tag_note.hts"> </span></strong> </strong>This effect may reduce your game&#39;s performance on weaker devices.
</td>
<td style=""><video src="../../../assets/Images/Asset_Editors/FXs/windblown_particles.mp4" width="336" height="224" controls=""></video></td>
<td><video src="../../../assets/Images/Asset_Editors/FXs/windblown_particles.mp4" width="336" height="224" controls=""></video></td>
<td>Sprite<br />
Number of particles<br />
Spawn time<br />
Expand Down Expand Up @@ -914,7 +914,7 @@ <h1><span data-field="title" data-format="default">FX Types &amp; Parameters</sp
Particle drag<br />
Gravity<br />
Enable debug mode</td>
<td><span class="inline">param_sprite</span> (Sprite)<br />
<td style=""><span class="inline">param_sprite</span> (Sprite)<br />
<span class="inline">param_num_particles</span> (Real)<br />
<span class="inline">param_particle_spawn_time</span> (Real)<br />
<span class="inline">param_particle_spawn_all_at_start</span> (Bool)<br />
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