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Diffstat (limited to 'Studio/Content/Effect Library/Depth Of Field HQ Blur.effect')
-rw-r--r-- | Studio/Content/Effect Library/Depth Of Field HQ Blur.effect | 67 |
1 files changed, 0 insertions, 67 deletions
diff --git a/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect b/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect deleted file mode 100644 index 6649bf7f..00000000 --- a/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect +++ /dev/null @@ -1,67 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<Effect> - <MetaData> - <Property name="FocusDistance" formalName="Focus Distance" description="Objects exactly distance +- "In Focus Width"\nfrom the camera will be in focus" default="600"/> - <Property name="FocusWidth" formalName="Depth of Field" description="Objects within this range of Focus\nDistance will be in focus" default="20"/> - <Property name="DepthDebug" formalName="Debug Focus Rendering" type="Boolean" description="Allows you to see exactly how the Focus\nvariables work. Black objects are in\nfocus, white are blurred" default="False"/> - <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> - <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/> - </MetaData> - <Shaders> - <Shared> -#include "blur.glsllib" -const float BlurAmount = 4.0; - </Shared> - <Shader name="DOWNSAMPLE"> - <VertexShader> -void vert() -{ - SetupBoxBlurCoords(vec2(Texture0Info.xy)); -} - </VertexShader> - <FragmentShader> -void frag() // Simple averaging box blur. -{ - gl_FragColor = BoxDepthBlur(DepthSampler, Texture0, Texture0Info.z, FocusDistance, FocusWidth, FocusWidth); -} - </FragmentShader> - </Shader> - <Shader name="BLUR"> - <VertexShader> - -void vert() -{ - SetupPoissonBlurCoords( BlurAmount, DestSize.xy ); -} - - </VertexShader> - <FragmentShader> - -void frag() // Mix the input blur and the depth texture with the sprite -{ - float centerMultiplier = GetDepthMultiplier( TexCoord, DepthSampler, FocusDistance, FocusWidth, FocusWidth ); - if ( DepthDebug ) - { - gl_FragColor = vec4( centerMultiplier,centerMultiplier,centerMultiplier, 1.0 ); - } - else - { - vec4 blurColor = PoissonDepthBlur(Texture0, Texture0Info.z, DepthSampler, FocusDistance, FocusWidth, FocusWidth ); - gl_FragColor = mix( texture2D_SourceSampler(TexCoord), blurColor, centerMultiplier ); - } -} - </FragmentShader> - </Shader> - </Shaders> - <Passes> - <Buffer name="downsample_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".5" lifetime="frame"/> - <Pass shader="DOWNSAMPLE" input="[source]" output="downsample_buffer"> - <DepthInput param="DepthSampler"/> - </Pass> - <Pass shader="BLUR" input="downsample_buffer"> - <BufferInput value="[source]" param="SourceSampler" /> - <DepthInput param="DepthSampler"/> - </Pass> - </Passes> -</Effect> - |