
After implementing the deferred shading demo using HLSL, I decided to continue to enhance my knowledge of shader programming. Therefore, I researched and implemented various full-screen ‘filter’ post-processing shaders that mimic effects found in Photoshop and other graphical painting tools. The culmination of this research is a technical demo which allows the user to preview each of these filter effect in real time using my current engine framework: a DirectX rendering architecture using DirectX HLSL pixel shaders written in the .fx file format.
The demo implemented: a Hue/Saturation/Value shader, a Greyscale shader, a 4 tone black and white shader, an invert color shader, a sharpen shader, a blur shader, a radial blur shader, and a luminosity based edge detection shader.
- Engine
- Home grown
- Development Time
- 2.5 Months
- Language
- C++
- Graphics API:
- DirectX
- Shader API:
- HLSL
- Features
- Hue/Saturation/Value shader
- Greyscale shader
- 4 tone black and white shader
- Invert color shader
- Sharpen shader
- UV Offset Blur
- Radial Blur
- Luminosity-based Edge Detection