protected override void InitializeCore() { base.InitializeCore(); directionalBlurEffect = ToLoadAndUnload(new ImageEffectShader("DepthAwareDirectionalBlurEffect")); finalCombineEffect = ToLoadAndUnload(new ImageEffectShader("McIntoshCombineShader")); optimizedEffect = ToLoadAndUnload(new ImageEffectShader("McIntoshOptimizedEffect")); }
protected override void InitializeCore() { base.InitializeCore(); coclinearDepthMapEffect = ToLoadAndUnload(new ImageEffectShader("CoCLinearDepthShader")); combineLevelsEffect = ToLoadAndUnload(new ImageEffectShader("CombineLevelsFromCoCEffect")); combineLevelsFrontEffect = ToLoadAndUnload(new ImageEffectShader("CombineFrontCoCEffect")); textureScaler = ToLoadAndUnload(new ImageScaler()); cocMapBlur = ToLoadAndUnload(new CoCMapBlur()); thresholdAlphaCoC = ToLoadAndUnload(new ImageEffectShader("ThresholdAlphaCoC")); thresholdAlphaCoCFront = ToLoadAndUnload(new ImageEffectShader("ThresholdAlphaCoCFront")); pointDepthShader = ToLoadAndUnload(new ImageEffectShader("PointDepth")); depthReadBack = ToLoadAndUnload(new ImageReadback <Half>()); depthCenter1x1 = Texture.New2D(GraphicsDevice, 1, 1, 1, PixelFormat.R16_Float, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this); }
protected override void InitializeCore() { base.InitializeCore(); coclinearDepthMapEffect = ToLoadAndUnload(new ImageEffectShader("CoCLinearDepthShader")); combineLevelsEffect = ToLoadAndUnload(new ImageEffectShader("CombineLevelsFromCoCEffect")); combineLevelsFrontEffect = ToLoadAndUnload(new ImageEffectShader("CombineFrontCoCEffect")); textureScaler = ToLoadAndUnload(new ImageScaler()); cocMapBlur = ToLoadAndUnload(new CoCMapBlur()); thresholdAlphaCoC = ToLoadAndUnload(new ImageEffectShader("ThresholdAlphaCoC")); thresholdAlphaCoCFront = ToLoadAndUnload(new ImageEffectShader("ThresholdAlphaCoCFront")); pointDepthShader = ToLoadAndUnload(new ImageEffectShader("PointDepth")); depthReadBack = ToLoadAndUnload(new ImageReadback<Half>(Context)); depthCenter1x1 = Texture.New2D(GraphicsDevice, 1, 1, 1, PixelFormat.R16_Float, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this); depthReadBack.SetInput(depthCenter1x1); }
protected override void InitializeCore() { base.InitializeCore(); directionalBlurEffect = ToLoadAndUnload(new ImageEffectShader("DepthAwareDirectionalBlurEffect")); }
protected override void InitializeCore() { base.InitializeCore(); cocBlurEffect = ToLoadAndUnload(new ImageEffectShader("CoCMapBlurEffect")); }