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Ignore:
Timestamp:
Feb 14, 2011, 12:15:39 PM (14 years ago)
Author:
landauf
Message:

no fucking clue what I'm doing here, but it looks like I just fixed the Bloom shader in combination with a GUI

(the old implementation used a material with alpha_blend for the compositor's output, hence Ogre rendered the GUI first and the shader afterward. the new implementation uses a cg program to create the bloom effect which seems to work)

File:
1 edited

Legend:

Unmodified
Added
Removed
  • data/trunk/materials/Shaders.compositor

    r7708 r7883  
    66    {
    77        // Temporary textures
    8         texture rt0 128 128 PF_A8R8G8B8
    9         texture rt1 128 128 PF_A8R8G8B8
     8        texture rt_output target_width target_height PF_R8G8B8
     9        texture rt0 128 128 PF_R8G8B8
     10        texture rt1 128 128 PF_R8G8B8
     11
     12        target rt_output
     13        {
     14            // Render output from previous compositor (or original scene)
     15            input previous
     16        }
     17
     18        target rt0
     19        {
     20            // Start with clear texture
     21            input none
     22            // Vertical blur pass
     23            pass render_quad
     24            {
     25                // Renders a fullscreen quad with a material
     26                material Ogre/Compositor/Blur0
     27                input 0 rt_output
     28            }
     29        }
    1030
    1131        target rt1
    1232        {
    13             // Render output from previous compositor (or original scene)
    14             input previous
    15         }
    16 
    17         target rt0
    18         {
    1933            // Start with clear texture
    2034            input none
    21             // Vertical blur pass
    22             pass render_quad
    23             {
    24                 // Renders a fullscreen quad with a material
    25                 material Ogre/Compositor/Blur0
    26                 input 0 rt1
    27             }
    28         }
    29 
    30         target rt1
    31         {
    32             // Start with clear texture
    33             input none
    3435            // Horizontal blur pass
    3536            pass render_quad
     
    4445        {
    4546            // Start with clear output
    46             input previous
     47            input none
    4748            // Draw a fullscreen quad
    4849            pass render_quad
     
    5051                // Renders a fullscreen quad with a material
    5152                material Ogre/Compositor/BloomBlend
    52                 input 0 rt1
     53                input 0 rt_output
     54                input 1 rt1
    5355            }
    5456        }
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