public BloomEffect(Game game, float intensity, float saturation, float baseIntensity, float baseSatration, float threshold, float blurAmount) : base(game) { bp = new BrightPass(game, threshold); gbv = new GaussBlurV(game, blurAmount); gbh = new GaussBlurH(game, blurAmount); b = new Bloom(game, intensity, saturation, baseIntensity, baseSatration); AddPostProcess(bp); AddPostProcess(gbv); AddPostProcess(gbh); AddPostProcess(b); }
public CrepuscularRays(Game game, Vector3 lightSourcePos, string lightSourceImage, float lightSourceSize, float density, float decay, float weight, float exposure, float brightThreshold) : base(game) { lsMask = new LightSourceMask(game, lightSourcePos, lightSourceImage, lightSourceSize); mask = new LightSceneMask(game, lightSourcePos); rays = new LightRay(game, lightSourcePos, density, decay, weight, exposure); bp = new BrightPass(game, brightThreshold); blend = new SceneBlend(game); AddPostProcess(lsMask); AddPostProcess(mask); AddPostProcess(rays); AddPostProcess(bp); AddPostProcess(blend); }