
Post-Processing: The Triangle Trick
Today will be a short post explaining a trick I've learned to implement effects such as bloom and motion blur in 3D games. Note: this post assumes the reader has a basic knowledge of what post-processing is in games, and how to code them in shaders. So, first, let's begin at our render target. Most of the work has been done for our effects: we took a snap of what's on-screen, saved it in a texture, done the desired operations on the desired pixels, and now we want that new ou