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How to implement the blurring/fading effect to the rendered content


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#1 leonard2012   Members   -  Reputation: 167

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Posted 28 November 2012 - 11:01 AM

Starting from Windows Vista and in Windows 7, when an application stops responding and detected by the OS, its window content will be blurred until is killed. I am not sure if it is called blurring, or fading, or something else. But how can I implement this effect in D3D11? Thanks.

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#2 ~Helgon   Members   -  Reputation: 357

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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;
}

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

Edited by ~Helgon, 28 November 2012 - 11:49 AM.

from time to time i find time


#3 Slig Commando   Members   -  Reputation: 334

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Posted 28 November 2012 - 02:35 PM

Google "Percentage closer filtering"

Edited by Slig Commando, 28 November 2012 - 02:36 PM.


#4 leonard2012   Members   -  Reputation: 167

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Posted 28 November 2012 - 05:06 PM

Thank you two.

#5 leonard2012   Members   -  Reputation: 167

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Posted 30 November 2012 - 07:07 PM

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.safaribook...ects_colon_blur

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

Helgon

I tried your solution but unfortunately it is not effect I want. It is indeed like a low-pass image filter.




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