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);
        }
示例#2
0
        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);
        }
示例#3
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        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);
        }
        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);
        }