pepsi18 Posted April 12, 2015 Posted April 12, 2015 as I can achieve this effect I tried this but it does not work texture ScreenTexture; float Angle = 0; // Defines the blurring direction float BlurAmount = 0.005; // Defines the blurring magnitude sampler ImageSampler = sampler_state { Texture = ; }; float4 main( float2 uv : TEXCOORD) : COLOR { float4 output = 0; // Defines the output color of a pixel float2 offset; // Defines the blurring direction as a direction vector int count = 24; // Defines the number of blurring iterations //First compute a direction vector which defines the direction of blurring. // This is done using the sincos instruction and the Angle input parameter, // and the result is stored in the offset variable. This vector is of unit // length. Multiply this unit vector by BlurAmount to adjust its length to // reflect the blurring magnitude. sincos(Angle, offset.y, offset.x); offset *= BlurAmount; // To generate the blurred image, we // generate multiple copies of the input image, shifted // according to the blurring direction vector, and then sum // them all up to get the final image. for(int i=0; i) { output += tex2D(ImageSampler, uv - offset * i); } output /= count; // Normalize the color return output; }; technique MotionBlur { pass P1 { PixelShader = compile ps_2_0 main(); } }
roddydennvor Posted April 12, 2015 Posted April 12, 2015 Yeah !! This is great idea,,, so when people get injured then this script work :D
-.Paradox.- Posted April 12, 2015 Posted April 12, 2015 Yeah !! This is great idea,,, so when people get injured then this script work :D He meant post your code so we can see what's wrong...
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