public DepthOfFieldEffect(Game game, float startFocusDistance, float startFocusRange)
            : base(game)
        {
            pdb = new PoissonDiscBlur(game);
            dof = new DepthOfField(game);
            dof.FocusDistance = startFocusDistance;
            dof.FocusRange = startFocusRange;

            AddPostProcess(pdb);
            AddPostProcess(dof);
        }
Example #2
0
        public DepthOfFieldEffect(Game game, float startFocusDistance, float startFocusRange)
            : base(game)
        {
            pdb = new PoissonDiscBlur(game);
            dof = new DepthOfField(game);
            dof.FocusDistance = startFocusDistance;
            dof.FocusRange    = startFocusRange;

            AddPostProcess(pdb);
            AddPostProcess(dof);
        }
        public SSAOEffect(Game game, float radius, float intensity, float scale, float bias)
            : base(game)
        {
            ssao = new SSAO(game, radius, intensity, scale, bias);

            posMap = new WorldPositionMap(game);

            blur = new PoissonDiscBlur(game);
            blur.Sampler = SamplerState.PointClamp;

            blend = new SceneBlend(game);
            blend.Blend = true;
            blend.Sampler = SamplerState.PointClamp;


            AddPostProcess(posMap);
            AddPostProcess(ssao);
            AddPostProcess(blur);
            AddPostProcess(blend);
        }
Example #4
0
        public SSAOEffect(Game game, float radius, float intensity, float scale, float bias)
            : base(game)
        {
            ssao = new SSAO(game, radius, intensity, scale, bias);

            posMap = new WorldPositionMap(game);

            blur         = new PoissonDiscBlur(game);
            blur.Sampler = SamplerState.PointClamp;

            blend         = new SceneBlend(game);
            blend.Blend   = true;
            blend.Sampler = SamplerState.PointClamp;


            AddPostProcess(posMap);
            AddPostProcess(ssao);
            AddPostProcess(blur);
            AddPostProcess(blend);
        }