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-rw-r--r--Studio/Content/Effect Library/Gaussian Blur.effect48
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diff --git a/Studio/Content/Effect Library/Gaussian Blur.effect b/Studio/Content/Effect Library/Gaussian Blur.effect
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-<?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>
-