[3] | 1 | //DirectX 9.0 HLSL Vertex Shader vs_1_1 |
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| 2 | vertex_program Blur0_vs11 hlsl |
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| 3 | { |
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| 4 | source Blur0_vs11.hlsl |
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| 5 | target vs_1_1 |
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| 6 | entry_point main |
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| 7 | } |
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| 8 | |
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| 9 | //DirectX 9.0 HLSL Pixel Shader ps_2_0 |
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| 10 | fragment_program Blur0_ps20 hlsl |
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| 11 | { |
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| 12 | source Blur0_ps20.hlsl |
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| 13 | target ps_2_0 |
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| 14 | entry_point main |
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| 15 | } |
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| 16 | |
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| 17 | //DirectX 9.0 HLSL Vertex Shader vs_1_1 |
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| 18 | vertex_program Blur1_vs11 hlsl |
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| 19 | { |
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| 20 | source Blur1_vs11.hlsl |
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| 21 | target vs_1_1 |
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| 22 | entry_point main |
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| 23 | } |
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| 24 | |
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| 25 | //DirectX 9.0 HLSL Pixel Shader ps_2_0 |
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| 26 | fragment_program Blur1_ps20 hlsl |
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| 27 | { |
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| 28 | source Blur1_ps20.hlsl |
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| 29 | target ps_2_0 |
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| 30 | entry_point main |
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| 31 | } |
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| 32 | |
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| 33 | vertex_program Blur0_vs_glsl glsl |
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| 34 | { |
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| 35 | source Blur0_vs.glsl |
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| 36 | } |
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| 37 | vertex_program Blur1_vs_glsl glsl |
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| 38 | { |
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| 39 | source Blur1_vs.glsl |
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| 40 | } |
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| 41 | fragment_program Blur_ps_glsl glsl |
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| 42 | { |
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| 43 | source Blur_ps.glsl |
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| 44 | default_params |
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| 45 | { |
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| 46 | param_named tex0 int 0 |
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| 47 | } |
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| 48 | } |
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| 49 | |
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| 50 | //Effect: Bloom |
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| 51 | material Ogre/Compositor/Blur0 |
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| 52 | { |
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| 53 | technique |
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| 54 | { |
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| 55 | //Rendering Pass: Blur0 (pass index: #1 ) |
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| 56 | pass |
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| 57 | { |
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| 58 | //State: D3DRS_CULLMODE, Value : D3DCULL_NONE |
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| 59 | cull_hardware none |
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| 60 | cull_software none |
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| 61 | depth_check off |
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| 62 | |
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| 63 | fragment_program_ref Blur0_ps20 |
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| 64 | { |
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| 65 | } |
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| 66 | vertex_program_ref Blur0_vs11 |
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| 67 | { |
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| 68 | } |
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| 69 | texture_unit RT |
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| 70 | { |
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| 71 | tex_coord_set 0 |
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| 72 | tex_address_mode clamp |
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| 73 | filtering linear linear linear |
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| 74 | } |
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| 75 | } |
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| 76 | } |
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| 77 | technique |
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| 78 | { |
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| 79 | //Rendering Pass: Blur0 (pass index: #1 ) |
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| 80 | pass |
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| 81 | { |
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| 82 | cull_hardware none |
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| 83 | cull_software none |
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| 84 | depth_check off |
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| 85 | |
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| 86 | fragment_program_ref Blur_ps_glsl |
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| 87 | { |
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| 88 | } |
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| 89 | vertex_program_ref Blur0_vs_glsl |
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| 90 | { |
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| 91 | } |
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| 92 | texture_unit RT |
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| 93 | { |
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| 94 | tex_coord_set 0 |
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| 95 | tex_address_mode clamp |
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| 96 | filtering linear linear linear |
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| 97 | } |
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| 98 | } |
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| 99 | } |
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| 100 | } |
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| 101 | |
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| 102 | material Ogre/Compositor/Blur1 |
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| 103 | { |
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| 104 | technique |
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| 105 | { |
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| 106 | |
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| 107 | //Rendering Pass: Blur1 (pass index: #2 ) |
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| 108 | pass |
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| 109 | { |
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| 110 | cull_hardware none |
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| 111 | cull_software none |
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| 112 | depth_check off |
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| 113 | |
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| 114 | fragment_program_ref Blur1_ps20 |
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| 115 | { |
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| 116 | } |
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| 117 | vertex_program_ref Blur1_vs11 |
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| 118 | { |
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| 119 | } |
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| 120 | texture_unit |
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| 121 | { |
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| 122 | tex_coord_set 0 |
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| 123 | tex_address_mode clamp |
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| 124 | filtering linear linear linear |
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| 125 | } |
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| 126 | } |
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| 127 | } |
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| 128 | technique |
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| 129 | { |
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| 130 | |
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| 131 | //Rendering Pass: Blur1 (pass index: #2 ) |
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| 132 | pass |
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| 133 | { |
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| 134 | cull_hardware none |
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| 135 | cull_software none |
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| 136 | depth_func always_pass |
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| 137 | |
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| 138 | fragment_program_ref Blur_ps_glsl |
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| 139 | { |
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| 140 | } |
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| 141 | vertex_program_ref Blur1_vs_glsl |
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| 142 | { |
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| 143 | } |
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| 144 | texture_unit |
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| 145 | { |
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| 146 | tex_coord_set 0 |
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| 147 | tex_address_mode clamp |
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| 148 | filtering linear linear linear |
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| 149 | } |
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| 150 | } |
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| 151 | } |
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| 152 | } |
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| 153 | |
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| 154 | /// Overlay quad |
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| 155 | material Ogre/Compositor/BloomBlend |
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| 156 | { |
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| 157 | technique |
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| 158 | { |
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| 159 | pass |
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| 160 | { |
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| 161 | lighting on |
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| 162 | diffuse 0.0 0.0 0.0 0.6 |
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| 163 | specular 0.0 0.0 0.0 0.0 |
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| 164 | ambient 0.0 0.0 0.0 |
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| 165 | emissive 1.0 1.0 1.0 |
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| 166 | cull_hardware none |
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| 167 | depth_check off |
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| 168 | scene_blend alpha_blend |
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| 169 | |
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| 170 | texture_unit |
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| 171 | { |
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| 172 | tex_coord_set 0 |
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| 173 | tex_address_mode clamp |
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| 174 | filtering linear linear linear |
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| 175 | } |
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| 176 | } |
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| 177 | } |
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| 178 | } |
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