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glass blur effect on interfaces


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Hello, I would like to know if it is possible to somehow make a normal blur effect (glass) in mta? I know that there are shaders in the likeness of BlurBox, but they do not give enough blur and glass effect, is it possible to somehow achieve such an effect as in the screenshot below? Using a shader? I don't really know how to work with shaders if someone knows how to upgrade my shader, please help me please

maxresdefault.jpg

 

here is a variant of my shader code

texture ScreenSource;
float BlurStrength;
float2 UVSize;

sampler TextureSampler = sampler_state
{
    Texture = <ScreenSource>;
	MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU = Wrap;
    AddressV = Wrap;
};

static const float2 poisson[16] = 
{
        float2(-0.326212f, -0.40581f),
        float2(-0.840144f, -0.07358f),
        float2(-0.695914f, 0.457137f),
        float2(-0.203345f, 0.620716f),
        float2(0.96234f, -0.194983f),
        float2(0.473434f, -0.480026f),
        float2(0.519456f, 0.767022f),
        float2(0.185461f, -0.893124f),
        float2(0.507431f, 0.064425f),
        float2(0.89642f, 0.412458f),
        float2(-0.32194f, -0.932615f),
        float2(-0.65432f, -0.87421f),
		float2(-0.456899f, -0.633247f),
		float2(-0.123456f, -0.865433f),
		float2(-0.664332f, -0.25680f),
		float2(-0.791559f, -0.59771f)
};

float4 PixelShaderFunction(float2 TextureCoordinate : TEXCOORD0) : COLOR0
{	
    float4 color = tex2D(TextureSampler, TextureCoordinate);
	
    for(int i = 0; i < 14; i++)
    {
        float2 coord= TextureCoordinate.xy + (poisson[i] / UVSize * BlurStrength);
        color += tex2D(TextureSampler, coord);
    }

    return(color/17);
}
 
technique BlurShader
{
    pass Pass1
    {
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}


and here are two options for the result of my blurring the picture before and after applying the shader

picture before
ocr

 

 

picture after

ocr

Edited by marcelluss
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