Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


SirIgor

Member Since 21 Mar 2013
Offline Last Active Apr 05 2013 05:43 AM

Posts I've Made

In Topic: [DX9] Blur with variable radius

03 April 2013 - 07:45 AM

Update: The problem is solved. Thanks.

 

We're trying to implement 2-pass Gaussian blur on HSL2.0. Here is a code of shader for horizontal blur. Pixelwidth is a radius. This shader doesn't work, the result looks as without the shader, please can you help?

sampler s0: register(s0);

float1 pixelwidth: register(c0);

float PixelKernel[13] =
{
-6,
-5,
-4,
-3,
-2,
-1,
0,
1,
2,
3,
4,
5,
6,
};

static const float BlurWeights[13] =
{
0.002216,
0.008764,
0.026995,
0.064759,
0.120985,
0.176033,
0.199471,
0.176033,
0.120985,
0.064759,
0.026995,
0.008764,
0.002216,
};

float1 Clip(float1 arg): float1
{
if (arg<0) arg=0;
if (arg>1) arg=1;
return arg;
}

float4 main_ps(float2 tex: TEXCOORD0):COLOR
{
float4 cl=(0,0,0,0);
float2 coord=tex;
for (int i=0; i<13; i++){
coord.x=Clip(tex.x+PixelKernel[i]*pixelwidth);
cl+=tex2D(s0, coord)*BlurWeights[i];
}
return cl;
}

In Topic: [DX9] Blur with variable radius

28 March 2013 - 07:21 AM

We afraid that Summed Area Tables on PS 2.0 will not work fast enough.

 

Computable shaders is a good idea, but it require DX11 or Cuda.


In Topic: [DX9] Blur with variable radius

27 March 2013 - 08:38 AM

Thanks, I'll try Summed Area Tables.


In Topic: [DX9] Blur with variable radius

27 March 2013 - 07:45 AM

Thanks for your responses!

 

I need to apply a dynamic blur to photography for multimedia application in realtime. Blur radius will change in every frame smoothly. Radius will be between 0 and around 150.

 

Hodgman,

I see very nice blur on your screenshot. My congratulations! Regrettably I need variable blur adjustable by user (templates).


In Topic: [DX9] How to correctly render several alpha textures to alpha RT?

22 March 2013 - 12:49 PM

phil_t,

 

Results are brilliant! Exactly what we need for a correct alpha blending. Thank you!


PARTNERS