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

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fragment_program DOF_Blur_ps cg
{
source DOF_ps.cg
entry_point blur
profiles ps_2_0 arbfp1
}
fragment_program DOF_Blend_ps cg
{
source DOF_ps.cg
entry_point blend
profiles ps_2_0 arbfp1
}
//Effect: Depth of Field
material Ogre/Compositor/DOF_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 DOF_Blur_ps
{
param_named sampleDistance float 0.1
}
vertex_program_ref Ogre/Compositor/StdQuad_Tex2a_vp
{
}
texture_unit
{
// texture will get added at runtime
tex_coord_set 0
tex_address_mode wrap
filtering trilinear
}
}
}
}
// cheat here by copying from DOF_Blur0
material Ogre/Compositor/DOF_Blur1 : Ogre/Compositor/DOF_Blur0
{
technique
{
//Rendering Pass: Blur0 (pass index: #1 )
pass
{
// use the same pixel shader as DOF_Blur0
fragment_program_ref
{
// override value from copied DOF_Blur0 material
param_named sampleDistance float 0.1
}
}
}
}
material Ogre/Compositor/DOF_Blend
{
technique
{
pass
{
fragment_program_ref DOF_Blend_ps
{
param_named focus float 0.66
param_named range float 1.0
}
vertex_program_ref Ogre/Compositor/StdQuad_Tex2a_vp
{
}
texture_unit Blur0
{
// texture will get added at runtime
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
}
texture_unit Blur1
{
// texture will get added at runtime
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
}
}
}
}