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Old 26th November 2008, 09:55   #14
Cope
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Join Date: Jul 2008
Location: Germany
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Easiest way is to add ret = 1-ret; to the comp shader, to invert everything. Add it *after* the ret *= GetBlur2(uv); line.

For the colors you should probably change the r,g,b equations for the custom waves and in the preset's per frame code. Use a format like wave_r = 0.5 + 0.5*... this way the value of wave_r will always be between 0 and 1. If you want to tone it down even more do wave_r = 0.5 + 0.3*... this way the value can be no more than 0.8

Murphey's fighting Occam, and I'm in the stands.
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