I'm trying to make my 3D object have blurred edges using GLSL vertex & fragment shaders. I figured out I have to use Gaussian blur for this.
Currently it's just a TGA texture with semi-transparent fill using blendFunc blend
and rgbGen identity
. This texture is also not impacted by light (surfaceparm nolightmap
). And, yes, it's Quake 3 BSP @ Irrlicht engine. :)
Here's an image of how I'm trying to make it look like (this is actually not a light, just a brush to simulate light rays):
I've tried applying numerous shaders, but none of them work. Any ideas on where can I find something similar implemented? Or maybe there is another way to do this?
P.S. Maybe there is some other smart method to draw light rays?