Didn't Garry just implement that in the latest GMod update?

OHHHH GARRRYYY!!! GARRY!!!!

Thanks,
- Saul.


2009/11/25 Major Johnson <[email protected]>

> I'm sure it could be done with shaders, though I was hoping I could just
> filter the output (as its based on the edge detection of color differences)
> from the existing renderer.
>
> Also, shaders look complex and not well documented, not to mention not
> really knowing how the Edge Detect filter really works.
>
> Draco18s
>
>
> On Wed, Nov 25, 2009 at 8:50 AM, Tobias Kammersgaard <
> [email protected]> wrote:
>
> > Top right one? That's possible with a shader at least, but that's not
> > really
> > helpful :o
> >
> > /ScarT
> >
> >
> > 2009/11/25 Joe W-A <[email protected]>
> >
> > > You can do some wacky stuff with the colour correction UI.
> > >
> > > 2009/11/25 Major Johnson <[email protected]>
> > >
> > > > Due to an assignment for a class I'm taking, we were messing around
> > with
> > > > photoshop filters (here's a
> > > > composite<
> > > >
> http://ist2w.kaplan.edu/0904B/IT247-01AU/MajorJohnson/optipalhouse.png
> > > >of
> > > > the four I played with with some screenshots of my TF2 map), and
> > > > looking
> > > > at the "glowing edges" result, I wondered, "Would it be possible to
> > play
> > > > like that?  How trippy would that be?"
> > > >
> > > > So I suppose the question is, would doing something like that be
> > > possible?
> > > > I know there's Text Mode Quake, but has anyone done any kind of
> > filtering
> > > > for the source client?
> > > >
> > > > Draco18s
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