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As for all post-processing effects, you need to bind the texture sampler stage to the image containing your scene. The glow effect also expects you to store the original image inside the originalImage variable. float xTime; float xBlurSize = 0.5f; texture textureToSampleFrom; sampler textureSampler = sampler_state { texture = <textureToSampleFrom>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; };
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texture originalImage; sampler originalSampler = sampler_state { texture = <originalImage>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; }; float positions[] = { 0.0f, 0.005, 0.01166667, 0.01833333, 0.025, 0.03166667, 0.03833333, 0.045, }; float weights[] = { 0.0530577, 0.1028506, 0.09364651, 0.0801001, 0.06436224, 0.04858317, 0.03445063, 0.02294906, }; struct PPVertexToPixel { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct PPPixelToFrame { float4 Color : COLOR0; }; PPVertexToPixel PassThroughVertexShader(float4 inPos: POSITION0, float2 inTexCoord: TEXCOORD0)
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{ PPVertexToPixel Output = (PPVertexToPixel)0; Output.Position = inPos; Output.TexCoord = inTexCoord; return Output; } //------- PP Technique: HorBlur -------PPPixelToFrame HorBlurPS(PPVertexToPixel PSIn) : COLOR0 { PPPixelToFrame Output = (PPPixelToFrame)0; for (int i = 0; i < 8; i++) { float4 samplePos = tex2D(textureSampler, PSIn.TexCoord + float2(positions[i], 0)*xBlurSize); samplePos *= weights[i]; float4 sampleNeg = tex2D(textureSampler, PSIn.TexCoord - float2(positions[i], 0)*xBlurSize); sampleNeg *= weights[i]; Output.Color += samplePos + sampleNeg; } return Output; } technique HorBlur { pass Pass0 { VertexShader = compile vs_1_1 PassThroughVertexShader(); PixelShader = compile ps_2_0 HorBlurPS(); } } //------- PP Technique: VerBlur -------PPPixelToFrame VerBlurPS(PPVertexToPixel PSIn) : COLOR0 { PPPixelToFrame Output = (PPPixelToFrame)0; for (int i = 0; i < 8; i++) { float4 samplePos = tex2D(textureSampler, PSIn.TexCoord + float2(0, positions[i])*xBlurSize); samplePos *= weights[i]; float4 sampleNeg = tex2D(textureSampler, PSIn.TexCoord - float2(0, positions[i])*xBlurSize);
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sampleNeg *= weights[i]; Output.Color += samplePos + sampleNeg; } return Output; } technique VerBlur { pass Pass0 { VertexShader = compile vs_1_1 PassThroughVertexShader(); PixelShader = compile ps_2_0 VerBlurPS(); } } //------- PP Technique: VerBlurAndGlow -------PPPixelToFrame BlendInPS(PPVertexToPixel PSIn) : COLOR0 { PPPixelToFrame Output = (PPPixelToFrame)0; float4 finalColor = tex2D(originalSampler, PSIn.TexCoord); finalColor.a = 0.3f; Output.Color = finalColor; return Output; }
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technique VerBlurAndGlow { pass Pass0 { VertexShader = compile vs_1_1 PassThroughVertexShader(); PixelShader = compile ps_2_0 VerBlurPS(); } pass Pass1 { AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; PixelShader = compile ps_2_0 BlendInPS(); } }
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Extra Reading
Every finished game contains a set of post-processing effects, because they have the potential of bringing that extra touch to the final image. Although the blur effect is a relatively easy concept, some sort of blurring or glowing is almost always used to cover some imperfections near the edges of 3D objects. A whole range of post-processing effects exist, but with the glow effect that uses multiple passes and alpha blending, you know the basics behind most of them.
2-13. Define an Orthogonal Projection Matrix to Generate a Depth Map of the Scene
The Problem
You want to generate a depth map of an object and save this as an image to a file on disk, for example, to use it as a source file for an advanced effect such as parallax mapping. However, in order to show a 3D scene on a 2D screen, parts of the object farther away from the camera are scaled down relative to parts closer to the camera. In the depth map you want to create, you want pixels that are close to the camera to have a dark color, while bright pixels should indicate pixels that are far away from the camera.
Note You can use the HLSL effect presented to generate a depth map of your scene, which can be used
as extra input for a post-processing effect. This way, although you re processing a 2D image, you know the distance between each pixel and the camera. You can use this, for example, to blur only the parts of the image that are farther away from the camera, while leaving the sections close to the camera sharp!
The Solution
The downscaling is caused by the shape of your camera frustum, which looks like a pyramid and is shown in the left part of Figure 2-17. Everything inside the pyramid and between the near and far clipping planes will be displayed on the screen. Look at the two dots inside the frustum, which indicate two identical objects. Because of the shape of the frustum, the farther away objects go from the camera, the smaller they get. The first object, which is close to the near clipping plane, will occupy almost the complete bottomleft quarter of the whole screen. On the other hand, the second object, which is close to the far clipping plane, will take only a very small area at the top left of the screen. In cases like this recipe, where you need a frustum that doesn t scale your scene, the border lines of your frustum shouldn t meet in one point but should instead remain parallel to each other. This way, you get a view frustum like shown in the right part of Figure 2-17, which is called an orthographic view frustum. Because the border lines are parallel to each other, both the near and far clipping plane have the same size. The object close to the near clipping plane will now take the same area on the screen as the object close to the far clipping plane.
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