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#Actual~Helgon

Posted 28 November 2012 - 11:49 AM

Pretty easy with that Shader

float4 PixelShader(VertexOut input) : COLOR0
{
    float4 Color;
    Color =  tex2D(ColoredTextureSampler, input.textureCoordinates.xy);
    Color += tex2D(ColoredTextureSampler, input.textureCoordinates.xy + (0.01));
    Color += tex2D(ColoredTextureSampler, input.textureCoordinates.xy − (0.01));
    Color = Color / 3;
    return Color;
}

Source: http://my.safaribooksonline.com/book/programming/game-programming/9780596154905/hlsl-basics/hlsl_effects_colon_blur

of course u can amplify it over time to achieve a "blurring out"

Helgon

#1~Helgon

Posted 28 November 2012 - 11:48 AM

Pretty easy with that Shader

float4 PixelShader(VertexOut input) : COLOR0
{
    float4 Color;
    Color =  tex2D(ColoredTextureSampler, input.textureCoordinates.xy);
    Color += tex2D(ColoredTextureSampler, input.textureCoordinates.xy + (0.01));
    Color += tex2D(ColoredTextureSampler, input.textureCoordinates.xy − (0.01));
    Color = Color / 3;
    return Color;
}

of course u can amplify it over time to achieve a "blurring out"

Helgon

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