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 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); }