So after watching the chernos video about bloom in game engines https://www.youtube.com/watch?v=tI70-HIc5ro and I always wished there was one in c3 (I seached a bit didn't find a solid solution) I tried to create my own with events and effects.
In my opinion my implementation actually looks ok, the main problem is that I use the take canvas snappshot event to get the texture I do the bloom effect on. this can't really be done every frame, especially as I have to hide the old bloom before taking the next screenshot which leads to flickering.
Does anyone have suggestions or would be able to adapt this into an effect?
here is c3p file so you can check it out:
current flow is:
-hide bloom layer
-unhide bloom layer
-load image into sprite 1
-load image into sprite 2
-effect blackWhite is on sprite 1 and blended with darken (to control at what brightness pixels get bloom)
-the whole layer these sprites are on has blur horizonatal and vertical then blended additively (layer opacity controls bloom strength)
Would be cool if someone more experienced could help me! tank you!