Hi there :)

Thanks to Marek I finally managed to get most of my shaders I've written 
to work with the OB SDK.
I've written a couple of shaders in GLSL before I started using the OB 
SDK, and now I try to "convert by hand" some of them to HLSL.
My primary target now is a blur-shader.
I tried creating a horizontal blur so far - but it doesnt really look 
like vertical blur!?
Images:
http://img268.imageshack.us/img268/4949/brokenblur.jpg
http://img196.imageshack.us/img196/7596/brokenblur2.jpg

My next question would be, how I could add another pass (my vertical blur)?

so long

-------
[post_hor_blur_ps20.fxc]

#include "common_ps_fxc.h"
 
sampler BaseTextureSampler : register( s0 );
 
// Pixel width in texels
float pixelWidth = 1;

float PixelKernel[13] =
{
    -6,
    -5,
    -4,
    -3,
    -2,
    -1,
     0,
     1,
     2,
     3,
     4,
     5,
     6,
};

static const float BlurWeights[13] =
{
    0.002216,
    0.008764,
    0.026995,
    0.064759,
    0.120985,
    0.176033,
    0.199471,
    0.176033,
    0.120985,
    0.064759,
    0.026995,
    0.008764,
    0.002216,
};

HALF4 main(float2 iTexCoord : TEXCOORD0) : COLOR
{ 

    float4 color = 0;
    float2 samp = iTexCoord;
    samp.y = iTexCoord.y;

    for (int i = 0; i < 13; i++) {
        samp.x = iTexCoord.x + PixelKernel[i] * pixelWidth;
        color += tex2D(BaseTextureSampler, samp.xy) * BlurWeights[i];
    }

    return color;
}

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