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

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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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 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

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Google "Percentage closer filtering" Edited by Slig Commando

Thank you two.

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 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.