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dhanji

how to blur outside bounds of mesh

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hi, I'm trying to get a nice glow going, right now I have multiple passes with the vertex shader rendering a slightly larger object with the glow behind the original. But the glow appears like a ring (the effectEdit glow.fx, thats exaclty what Im talking about) and I'd like it to slowly fade out instead. How would I do this? I know Ive seen shadows fade out neatly like that (I think the nvidia soft shadows shader example does that)... thanks in adv.

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By glow.fx I guess you mean the effect in the cg Browser? I think what they do to fade the glow (blur it) is draw the glow to a texture blur it there and blend it back with the screen. I have a nice glow effect on my web site too, not much but it looks cool.

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hmm well no that is too slow for me to be rendering to a texture and then applying a fade (which how would I do anyway?).
There should be a way to calculate a fading term that reduces the alpha as the pixel nears the color boundary of the outer ("glow") mesh... Im just not quite sure how to do that, any ideas?

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thanks coder,
is there a simple HLSL method for blur u know of? Im having a bit of trouble understanding the assembly.

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Quote:
Original post by dhanji
is there a simple HLSL method for blur u know of? Im having a bit of trouble understanding the assembly.

- I don't know of any. Sadly, I don't have the time to read the thing and write a high-level translation...
But doesn't the article explain the theory? Can't you start from that and write an HLSL implementation?
- It's good to learn the shader assembly - it's really helpful.

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