It'sAgain, this is possible with custom Filters. The blur Filter is an example of 2 Filters being applied at once (Both blur_x and blur_y).
I'll write that tutorial now for everyone (I was in Paris for a couple of days just now so haven't been around to write it).
Here's a tutorial; http://www.rpgmakermv.co/threads/custom-filters.2066/
JS experience (and GLSL experience) highly recommended.
@lmd0013 I included a refraction shader for you within this tutorial (Refract.js)
@Detective I included an example multi-pass shader for you within this tutorial (Retro.js)
@lmd0013 To use this refraction shader as-is you need a .png texture in the Pictures folder then you need to set the JSON property of { "refractMap" : "my_texture_file" } - note the lack of .png or pictures in the name of the refract map here. Do this in the prepare stage to set the refraction texture prior to any interpolation you do.
Example;
Filter prepare refract my_filter {"refractMap":"my_picture","strength":1,"speed":{"x":0,"y":0.11}}
This should instantly begin the effect when executed (Filter execute my_filter). You can interpolate strength from 0 to 1 if you want to fade in a refraction (speed too if you want).
A good refraction image with this specific GLSL would be a near-grey noise pattern. Here's one I made for that video;
![]()
The mapping format is RGB with multiplied alpha in the B component (R, G, B * A). The B component becomes strength, RG becomes direction (with 0.5 being zero, 0.0 being -1, 1.0 being +1).
If in doubt, use the normal mapping feature of GIMP. Also, the alpha channel is important so keep that!
And finally, the texture is flipped upside-down. This is a bug in RPG Maker MV (they seem to be new to OpenGL). This can be resolved in GLSL, but I haven't done that here.
If you know all that then you can do crazy things such as;
![]()
It's great!!Thank you very much!Again, this is possible with custom Filters. The blur Filter is an example of 2 Filters being applied at once (Both blur_x and blur_y).
I'll write that tutorial now for everyone (I was in Paris for a couple of days just now so haven't been around to write it).
Here's a tutorial; http://www.rpgmakermv.co/threads/custom-filters.2066/
JS experience (and GLSL experience) highly recommended.
@lmd0013 I included a refraction shader for you within this tutorial (Refract.js)
@Detective I included an example multi-pass shader for you within this tutorial (Retro.js)
@lmd0013 To use this refraction shader as-is you need a .png texture in the Pictures folder then you need to set the JSON property of { "refractMap" : "my_texture_file" } - note the lack of .png or pictures in the name of the refract map here. Do this in the prepare stage to set the refraction texture prior to any interpolation you do.
Example;
Filter prepare refract my_filter {"refractMap":"my_picture","strength":1,"speed":{"x":0,"y":0.11}}
This should instantly begin the effect when executed (Filter execute my_filter). You can interpolate strength from 0 to 1 if you want to fade in a refraction (speed too if you want).
A good refraction image with this specific GLSL would be a near-grey noise pattern. Here's one I made for that video;
![]()
The mapping format is RGB with multiplied alpha in the B component (R, G, B * A). The B component becomes strength, RG becomes direction (with 0.5 being zero, 0.0 being -1, 1.0 being +1).
If in doubt, use the normal mapping feature of GIMP. Also, the alpha channel is important so keep that!
And finally, the texture is flipped upside-down. This is a bug in RPG Maker MV (they seem to be new to OpenGL). This can be resolved in GLSL, but I haven't done that here.
If you know all that then you can do crazy things such as;
![]()