Posted By: DLively
[Req] Shader Extraction - 04/26/14 18:21
Hi, I was wondering if anyone who is familiar with shaders could have a look at this old blur shader and extract the coloring out. When I use it this shader, the models tend to either be a nice dark contrasty color, or flash white depending on certain variables I've yet to note.
I dont need the blur part of it - I just like the color effect it gives off... so if anyone could extract that for me, it would be appreciated
I dont need the blur part of it - I just like the color effect it gives off... so if anyone could extract that for me, it would be appreciated
Code:
texture entSkin1; float4x4 matWorldViewProj; sampler basemap = sampler_state { Texture = <entSkin1>; }; void blur1VS( uniform float exten, in float4 inNormal : NORMAL0, in float4 inPosition : POSITION0, in float4 inTexcoord : TEXCOORD0, out float4 outPosition : POSITION0, out float4 outTexcoord : TEXCOORD0) { inPosition.xyz += inNormal/exten; outTexcoord = inTexcoord; outPosition = mul(inPosition, matWorldViewProj); } void blur1PS ( uniform float alpha, in float4 inTexcoord : TEXCOORD0, out float4 outColor : COLOR0) { outColor = tex2D(basemap, inTexcoord.xy); outColor.a=alpha; } void mainVS( in float4 inNormal : NORMAL0, in float4 inPosition : POSITION0, in float4 inTexcoord : TEXCOORD0, out float4 outPosition : POSITION0, out float4 outTexcoord : TEXCOORD0) { outTexcoord = inTexcoord; outPosition = mul(inPosition, matWorldViewProj); } void mainPS(in float4 inTexcoord : TEXCOORD0, out float4 outColor : COLOR0) { outColor = tex2D(basemap, inTexcoord.xy); outColor.a=1; } technique t1 { pass p0 { ZENABLE = TRUE; zwriteenable=true; AlphaBlendEnable = true; VertexShader = compile vs_1_1 mainVS(); PixelShader = compile ps_2_0 mainPS(); } pass p1 { ZENABLE = TRUE; zwriteenable=true; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(10); PixelShader = compile ps_2_0 blur1PS(0.9); } pass p2 { zwriteenable=true; ZENABLE = TRUE; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(8); PixelShader = compile ps_2_0 blur1PS(0.9); } pass p3 { zwriteenable=true; ZENABLE = TRUE; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(7); PixelShader = compile ps_2_0 blur1PS(0.7); } pass p4 { zwriteenable=true; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(6); PixelShader = compile ps_2_0 blur1PS(0.7); } pass p5 { zwriteenable=true; ZENABLE = TRUE; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(5); PixelShader = compile ps_2_0 blur1PS(0.5); } pass p6 { zwriteenable=true; ZENABLE = TRUE; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(4); PixelShader = compile ps_2_0 blur1PS(0.5); } pass p7 { zwriteenable=true; ZENABLE = TRUE; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(3); PixelShader = compile ps_2_0 blur1PS(0.3); } pass p8 { zwriteenable=true; zwriteenable=true; ZENABLE = TRUE; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(2); PixelShader = compile ps_2_0 blur1PS(0.3); } pass p9 { zwriteenable=true; ZENABLE = TRUE; AlphaBlendEnable = true; VertexShader = compile vs_1_1 blur1VS(1); PixelShader = compile ps_2_0 blur1PS(0.1); } }