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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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Pretty easy with that Shader

[CODE]
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;
}
[/CODE]

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

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[quote name='~Helgon' timestamp='1354124918' post='5005008']
Pretty easy with that Shader

[CODE]
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;
}
[/CODE]

Source: [url="http://my.safaribooksonline.com/book/programming/game-programming/9780596154905/hlsl-basics/hlsl_effects_colon_blur"]http://my.safaribook...ects_colon_blur[/url]

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

Helgon
[/quote]
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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