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.
How to implement the blurring/fading effect to the rendered content
Started by leonard2012, Nov 28 2012 11:01 AM
4 replies to this topic
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#2 Members - Reputation: 319
Posted 28 November 2012 - 11:48 AM
Pretty easy with that Shader
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
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
#5 Members - Reputation: 145
Posted 30 November 2012 - 07:07 PM
I tried your solution but unfortunately it is not effect I want. It is indeed like a low-pass image filter.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






