QuaziGNRLnose , what I wrote to Ashley applies to you also: you guys can't even begin to understand how frustrating coding looks to someone that wasn't exposed to it like you did, when you did.
I am not claiming that I know you or something, don't get me wrong, I admire you guys for what you do! It's just that I wouldn't believe if you told me that you had no prior experience in programing what so ever up until your thirties, and suddenly you decided to grab visual studio or something and you came up with Construct or Q3D. Somehow you laid foundations in knowing how the logic works, what the syntax means and so on.
On the other hand, to put it with an analogy, someone that was blind until his mid thirties and miraculously found his light, does not have the necessary neurons to interpret the visual stimuli.
What is great in C2 it's that it bridges this gap with the event system's logic. However, making a platformer or a top-down shooter in C2 doesn't substitute for proper programming education.
So, to sum it up, I do understand the logic behind your advice but I don't get where those parameters live inside the code! For example, this is how I see the code:
//some stuff that are necessary for the shader.
precision mediump float;
varying vec2 vTex;
uniform sampler2D samplerFront;
//I guess that these are declared variables, like global variables in C2
uniform float pixelWidth;
uniform float pixelHeight;
uniform float intensity;
uniform float radius;
void main(void) //this is the function (?) that does the trick
{
vec2 dir = 0.5 - vTex;
float dist = sqrt(dir.x*dir.x + dir.y*dir.y);
dir = dir/dist;
vec4 front = texture2D(samplerFront, vTex);
// I guess that the position of the center is been determined somewhere in the above 4 lines, but I don't get where or how.
vec4 sum = front; //No idea what so ever.
sum += texture2D(samplerFront, vTex + dir * -0.08 * radius);
sum += texture2D(samplerFront, vTex + dir * -0.05 * radius);
sum += texture2D(samplerFront, vTex + dir * -0.03 * radius);
sum += texture2D(samplerFront, vTex + dir * -0.02 * radius);
sum += texture2D(samplerFront, vTex + dir * -0.01 * radius);
sum += texture2D(samplerFront, vTex + dir * 0.01 * radius);
sum += texture2D(samplerFront, vTex + dir * 0.02 * radius);
sum += texture2D(samplerFront, vTex + dir * 0.03 * radius);
sum += texture2D(samplerFront, vTex + dir * 0.05 * radius);
sum += texture2D(samplerFront, vTex + dir * 0.08 * radius);
//All of the above must create the extra images that blend together to create the blur. There should be 4 images between the sprite and the center and 4 behind the sprite and towards the center .
sum /= 11.0; //something that sets up the way the images blend together?
float t = dist * 2.2; //how much the images are separated from each other in relation with the distance from the center...?
t = clamp(t, 0.0, 1.0); //no idea
gl_FragColor = mix(front, mix(front, sum, t), intensity); // No idea...
}
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@shinkan , I am glad you have your way around just by looking the code and experimenting! I 'm just not able to do that. I need help to cross the road on those stuff. I have my way on other things though. For example, I like to think of my self as a half decent artist and composer. I've been told that I am a good teacher. I get along with cats and dogs! I just can't learn code!!!