fallout2 global shader

I realise making this sort of stuff must be tricky, but I still find the classic the best.
 
Actually I have found this Blur global shader very useful and nice by adjusting this parameter in blur.fx

static const float sharpness = 45

and this one has to match system resolution, not the one used in game

static const float2 resolution = float2(1920, 1080);
 
Just an update from the future...I can't find any working links for the globalfx shader files for sfall. :/ This one included...The link for the original shader file is dead and this guy's blog page doesn't have a download link even for his personal one.

I love FO and I'm picking up fo2 for the third time so I'm just fiddling with the game now. I'm sure the fans are dwindling with the advent of FO New Vegas and the upcoming FO4, but it's great to go back to the basics! :)
 
Risen again to provide a short guide to the perfect graphical output deliverable in Fallout 2 nowadays.

So obviously you need the latest Hi-Res Patch https://falloutmods.fandom.com/wiki/Fallout_2_High_Resolution_Patch
and the latest Sfall https://sourceforge.net/projects/sfall/
installed + the custom global shader above.

edits in ddraw.ini file:
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 4 for DX9 fullscreen
;Set to 5 for DX9 windowed
;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=4

;If using a DX9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;If set to 0, use Fallout's native resolution
GraphicsWidth=1920
GraphicsHeight=1080


edits in f2_res file (be sure to edit the right file, if editing the file within game directory UAC_AWARE=0 must be set in the file):
GRAPHICS_MODE=2
SCALE_2X=0
SCR_WIDTH=960
SCR_HEIGHT=540


Edits in Fallout 2\data\shaders\blur.fx
static const float2 resolution = float2(1920, 1080);

static const float2 w = float2(1, 0);
static const float2 h = float2(0, 1);

static const float blurRadius = 10;
static const float sigma = blurRadius / 2;
static const float blurFalloff = 1.0f / (0.1 * sigma * sigma);

static const float threshold = 0.1f;
static const float sharpness = 15; (raise this by 5 or 10 if you find the result still too blurry to your tastes)


The result looks like this (the interface bar is set as IFACE_BAR_MODE=0; IFACE_BAR_SIDE_ART=1; IFACE_BAR_SIDES_ORI=0; IFACE_BAR_WIDTH=680):
01teRc.jpg
 
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