1 | //DirectX 9.0 HLSL Vertex Shader vs_1_1
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2 | vertex_program Blur0_vs11 hlsl
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3 | {
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4 | source Blur0_vs11.hlsl
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5 | target vs_1_1
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6 | entry_point main
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7 | }
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8 |
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9 | //DirectX 9.0 HLSL Pixel Shader ps_2_0
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10 | fragment_program Blur0_ps20 hlsl
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11 | {
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12 | source Blur0_ps20.hlsl
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13 | target ps_2_0
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14 | entry_point main
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15 | }
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16 |
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17 | //DirectX 9.0 HLSL Vertex Shader vs_1_1
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18 | vertex_program Blur1_vs11 hlsl
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19 | {
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20 | source Blur1_vs11.hlsl
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21 | target vs_1_1
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22 | entry_point main
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23 | }
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24 |
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25 | //DirectX 9.0 HLSL Pixel Shader ps_2_0
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26 | fragment_program Blur1_ps20 hlsl
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27 | {
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28 | source Blur1_ps20.hlsl
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29 | target ps_2_0
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30 | entry_point main
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31 | }
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32 |
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33 | vertex_program Blur0_vs_glsl glsl
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34 | {
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35 | source Blur0_vs.glsl
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36 | }
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37 | vertex_program Blur1_vs_glsl glsl
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38 | {
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39 | source Blur1_vs.glsl
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40 | }
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41 | fragment_program Blur_ps_glsl glsl
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42 | {
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43 | source Blur_ps.glsl
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44 | default_params
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45 | {
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46 | param_named tex0 int 0
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47 | }
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48 | }
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49 |
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50 | //Effect: Bloom
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51 | material Ogre/Compositor/Blur0
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52 | {
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53 | technique
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54 | {
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55 | //Rendering Pass: Blur0 (pass index: #1 )
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56 | pass
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57 | {
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58 | //State: D3DRS_CULLMODE, Value : D3DCULL_NONE
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59 | cull_hardware none
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60 | cull_software none
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61 | depth_check off
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62 |
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63 | fragment_program_ref Blur0_ps20
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64 | {
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65 | }
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66 | vertex_program_ref Blur0_vs11
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67 | {
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68 | }
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69 | texture_unit RT
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70 | {
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71 | tex_coord_set 0
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72 | tex_address_mode clamp
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73 | filtering linear linear linear
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74 | }
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75 | }
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76 | }
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77 | technique
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78 | {
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79 | //Rendering Pass: Blur0 (pass index: #1 )
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80 | pass
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81 | {
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82 | cull_hardware none
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83 | cull_software none
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84 | depth_check off
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85 |
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86 | fragment_program_ref Blur_ps_glsl
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87 | {
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88 | }
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89 | vertex_program_ref Blur0_vs_glsl
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90 | {
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91 | }
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92 | texture_unit RT
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93 | {
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94 | tex_coord_set 0
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95 | tex_address_mode clamp
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96 | filtering linear linear linear
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97 | }
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98 | }
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99 | }
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100 | }
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101 |
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102 | material Ogre/Compositor/Blur1
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103 | {
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104 | technique
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105 | {
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106 |
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107 | //Rendering Pass: Blur1 (pass index: #2 )
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108 | pass
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109 | {
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110 | cull_hardware none
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111 | cull_software none
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112 | depth_check off
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113 |
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114 | fragment_program_ref Blur1_ps20
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115 | {
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116 | }
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117 | vertex_program_ref Blur1_vs11
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118 | {
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119 | }
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120 | texture_unit
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121 | {
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122 | tex_coord_set 0
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123 | tex_address_mode clamp
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124 | filtering linear linear linear
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125 | }
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126 | }
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127 | }
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128 | technique
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129 | {
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130 |
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131 | //Rendering Pass: Blur1 (pass index: #2 )
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132 | pass
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133 | {
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134 | cull_hardware none
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135 | cull_software none
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136 | depth_func always_pass
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137 |
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138 | fragment_program_ref Blur_ps_glsl
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139 | {
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140 | }
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141 | vertex_program_ref Blur1_vs_glsl
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142 | {
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143 | }
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144 | texture_unit
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145 | {
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146 | tex_coord_set 0
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147 | tex_address_mode clamp
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148 | filtering linear linear linear
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149 | }
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150 | }
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151 | }
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152 | }
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153 |
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154 | /// Overlay quad
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155 | material Ogre/Compositor/BloomBlend
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156 | {
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157 | technique
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158 | {
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159 | pass
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160 | {
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161 | lighting on
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162 | diffuse 0.0 0.0 0.0 0.6
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163 | specular 0.0 0.0 0.0 0.0
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164 | ambient 0.0 0.0 0.0
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165 | emissive 1.0 1.0 1.0
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166 | cull_hardware none
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167 | depth_check off
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168 | scene_blend alpha_blend
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169 |
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170 | texture_unit
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171 | {
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172 | tex_coord_set 0
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173 | tex_address_mode clamp
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174 | filtering linear linear linear
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175 | }
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176 | }
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177 | }
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178 | }
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