Quote:Original post by jstroh
So those textures that are blurred just have a value higher than the threshold?
I just do a very simple threshold, like this:
float4 ThresholdPS ( in float2 in_vTexCoord : TEXCOORD0, uniform bool bUseNAO32 ) : COLOR0 { float4 vSample = tex2D(PointSampler0, in_vTexCoord); if (bUseNAO32) vSample = float4(LogLuvDecode(vSample), 1.0f); vSample -= g_fThreshold; vSample = max(vSample, 0.0f); if (bUseNAO32) vSample = LogLuvEncode(vSample.rgb); return vSample;}
Then I feed the result of that pass into the blur shaders. There's obviously a lot fancier things you could do, but for me this is working well enough for now.