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-rw-r--r--Studio/Content/Effect Library/Depth Of Field HQ Blur.effect67
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diff --git a/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect b/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect
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--- a/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect
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-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property name="FocusDistance" formalName="Focus Distance" description="Objects exactly distance +- &quot;In Focus Width&quot;\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>
-