2013-12-19 19:32:50 +01:00

179 lines
2.8 KiB
Plaintext

//DirectX 9.0 HLSL Vertex Shader vs_1_1
vertex_program Blur0_vs11 hlsl
{
source Blur0_vs11.hlsl
target vs_1_1
entry_point main
}
//DirectX 9.0 HLSL Pixel Shader ps_2_0
fragment_program Blur0_ps20 hlsl
{
source Blur0_ps20.hlsl
target ps_2_0
entry_point main
}
//DirectX 9.0 HLSL Vertex Shader vs_1_1
vertex_program Blur1_vs11 hlsl
{
source Blur1_vs11.hlsl
target vs_1_1
entry_point main
}
//DirectX 9.0 HLSL Pixel Shader ps_2_0
fragment_program Blur1_ps20 hlsl
{
source Blur1_ps20.hlsl
target ps_2_0
entry_point main
}
vertex_program Blur0_vs_glsl glsl
{
source Blur0_vs.glsl
}
vertex_program Blur1_vs_glsl glsl
{
source Blur1_vs.glsl
}
fragment_program Blur_ps_glsl glsl
{
source Blur_ps.glsl
default_params
{
param_named tex0 int 0
}
}
//Effect: Bloom
material Ogre/Compositor/Blur0
{
technique
{
//Rendering Pass: Blur0 (pass index: #1 )
pass
{
//State: D3DRS_CULLMODE, Value : D3DCULL_NONE
cull_hardware none
cull_software none
depth_check off
fragment_program_ref Blur0_ps20
{
}
vertex_program_ref Blur0_vs11
{
}
texture_unit RT
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
}
}
technique
{
//Rendering Pass: Blur0 (pass index: #1 )
pass
{
cull_hardware none
cull_software none
depth_check off
fragment_program_ref Blur_ps_glsl
{
}
vertex_program_ref Blur0_vs_glsl
{
}
texture_unit RT
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
}
}
}
material Ogre/Compositor/Blur1
{
technique
{
//Rendering Pass: Blur1 (pass index: #2 )
pass
{
cull_hardware none
cull_software none
depth_check off
fragment_program_ref Blur1_ps20
{
}
vertex_program_ref Blur1_vs11
{
}
texture_unit
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
}
}
technique
{
//Rendering Pass: Blur1 (pass index: #2 )
pass
{
cull_hardware none
cull_software none
depth_func always_pass
fragment_program_ref Blur_ps_glsl
{
}
vertex_program_ref Blur1_vs_glsl
{
}
texture_unit
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
}
}
}
/// Overlay quad
material Ogre/Compositor/BloomBlend
{
technique
{
pass
{
lighting on
diffuse 0.0 0.0 0.0 0.6
specular 0.0 0.0 0.0 0.0
ambient 0.0 0.0 0.0
emissive 1.0 1.0 1.0
cull_hardware none
depth_check off
scene_blend alpha_blend
texture_unit
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
}
}
}