diff options
Diffstat (limited to 'Studio/Content/Effect Library/Gaussian Blur.effect')
-rw-r--r-- | Studio/Content/Effect Library/Gaussian Blur.effect | 48 |
1 files changed, 0 insertions, 48 deletions
diff --git a/Studio/Content/Effect Library/Gaussian Blur.effect b/Studio/Content/Effect Library/Gaussian Blur.effect deleted file mode 100644 index 958d9fe7..00000000 --- a/Studio/Content/Effect Library/Gaussian Blur.effect +++ /dev/null @@ -1,48 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<Effect> - <MetaData> - <!--Quickly blurs by an adjustable amount. Gaussian refers to the bell-shaped curve that is generated when the shader applies a weighted average to the pixels. The Gaussian Blur filter adds low-frequency detail and can produce a hazy effect.--> - <Property name="BlurBias" formalName="Blurriness" min="0" max="10" default="2" description="0 = no blur\n10 = maximum blur" /> - </MetaData> - <Shaders> - <Shared> -#include "blur.glsllib" - </Shared> - <Shader name="HBLUR"> - <VertexShader> -void vert() -{ - SetupHorizontalGaussianBlur(Texture0Info.x, BlurBias, TexCoord); -} - </VertexShader> - <FragmentShader> -void frag() -{ - gl_FragColor = GaussianBlur(Texture0, Texture0Info.z); -} - </FragmentShader> - </Shader> - <Shader name="VBLUR"> - <VertexShader> -void vert() -{ - SetupVerticalGaussianBlur(Texture0Info.y, BlurBias, TexCoord); -} - </VertexShader> - <FragmentShader> - -void frag() // PS_Blur_Vertical_9tap -{ - vec4 fragColor = GaussianBlur(Texture0, Texture0Info.z); - colorOutput(fragColor); -} - </FragmentShader> - </Shader> - </Shaders> - <Passes> - <Buffer name="temp_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="1.0" lifetime="frame"/> - <Pass name="1" shader="HBLUR" input="[source]" output="temp_buffer"/> - <Pass name="2" shader="VBLUR" input="temp_buffer"/> - </Passes> -</Effect> - |