API ReferenceGE ExtensionsClient
PostFx Glow Effect
Multi-pass glow/bloom post-processing effect using Gaussian blur. Downsamples the glow buffer, applies vertical and horizontal blur passes, then composites back with additive blending.
Multi-pass glow/bloom post-processing effect using Gaussian blur. Downsamples the glow buffer, applies vertical and horizontal blur passes, then composites back with additive blending.
Overview
Declarative setup script (no M module). Registers a 4-stage glow pipeline:
- Downsample - Passthrough shader copies
#glowbufferat 50% scale - Vertical Blur - Gaussian blur in Y direction
- Horizontal Blur - Gaussian blur in X direction
- Upsample & Combine - Additive blend back to
$backBuffer
Scene Objects
| Object | Type | Description |
|---|---|---|
PFX_GlowBlurVertShader | ShaderData | Gaussian blur (vertical direction) |
PFX_GlowBlurHorzShader | ShaderData | Gaussian blur (horizontal direction, inherits vert) |
PFX_GlowCombineStateBlock | GFXStateBlockData | Additive blend (One + One), alpha test ≥ 1 |
GlowPostFx | PostEffect | Root glow effect, enabled by default, priority 1 |
Pipeline
#glowbuffer → Downsample (50%) → Blur Y → Blur X → Additive Combine → $backBufferShader Configuration
-- Vertical blur direction
pfxGlowBlurVertShader:setField("defines", 0, "BLUR_DIR=float2(0.0,1.0)")
-- Horizontal blur direction (inherits from vertical)
pfxGlowBlurHorzShader:setField("defines", 0, "BLUR_DIR=float2(1.0,0.0)")Combine State Block
The final composite uses additive blending with alpha test:
pfxGlowCombineStateBlock.blendEnable = true
pfxGlowCombineStateBlock:setField("blendSrc", 0, "GFXBlendOne")
pfxGlowCombineStateBlock:setField("blendDest", 0, "GFXBlendOne")
pfxGlowCombineStateBlock.alphaTestEnable = true
pfxGlowCombineStateBlock.alphaTestRef = 1Notes
- Renders after
GlowBinto process glow-tagged geometry - Reflection passes excluded (
allowReflectPass = false) - The downsample to 50% reduces blur cost while maintaining visual quality
- Child PostEffects are added via
gammaPostFX:add()to form the chain
See Also
- PostFx Light Ray - Volumetric light rays
- PostFx SSAO - Screen-space ambient occlusion