// Manuel's bloom // Needs a scene-sized rtt, but does only one render of the scene compositor Bloom { technique { // Temporary textures texture rt0 128 128 PF_A8R8G8B8 texture rt1 128 128 PF_A8R8G8B8 target rt1 { // Render output from previous compositor (or original scene) input previous } target rt0 { // Start with clear texture input none // Vertical blur pass pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/Blur0 input 0 rt1 } } target rt1 { // Start with clear texture input none // Horizontal blur pass pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/Blur1 input 0 rt0 } } target_output { // Start with clear output input previous // Draw a fullscreen quad pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/BloomBlend input 0 rt1 } } } } compositor Glass { technique { texture rt0 target_width target_height PF_R8G8B8 target rt0 { input previous } target_output { // Start with clear output input none pass render_quad { material Ogre/Compositor/GlassPass input 0 rt0 } } } } compositor "Old TV" { technique { texture rt0 target_width target_height PF_R8G8B8 // render scene to a texture target rt0 { input previous } target_output { // Start with clear output input none pass render_quad { // convert the previous render target to a black and white image, add some noise, distort it, // then render to scene aligned quad material Ogre/Compositor/OldTV input 0 rt0 } } } } // Black and white effect compositor B&W { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/BlackAndWhite input 0 rt0 } } } } //compositor DOF // based on Blur but final pass does depth of field //{ // technique // { // // Temporary textures // texture rt0 target_width target_height PF_A8R8G8B8 // texture rt1 target_width target_height PF_A8R8G8B8 // // target rt1 // { // // Render output from previous compositor (or original scene) // input previous // } // // target rt0 // { // // Start with clear texture // input none // // Vertical blur pass // pass render_quad // { // // Renders a fullscreen quad with a material // material Ogre/Compositor/DOF_Blur0 // input 0 rt1 // } // } // // target rt1 // { // // Start with clear texture // input none // // Horizontal blur pass // pass render_quad // { // // Renders a fullscreen quad with a material // material Ogre/Compositor/DOF_Blur1 // input 0 rt0 // } // } // // target_output // { // // Start with clear output // input none // // Draw a fullscreen quad // pass render_quad // { // // Renders a fullscreen quad with a material // material Ogre/Compositor/DOF_Blend // input 0 rt0 // input 1 rt1 // } // } // } //} // Embossed (fake bump) effect compositor Embossed { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/Embossed input 0 rt0 } } } } // SharpenEdges compositor Sharpen Edges { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/SharpenEdges input 0 rt0 } } } } // Invert compositor Invert { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/Invert input 0 rt0 } } } } // Posterize compositor Posterize { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/Posterize input 0 rt0 } } } } // Laplace compositor Laplace { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/Laplace input 0 rt0 } } } } // Tiling compositor Tiling { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/Tiling input 0 rt0 } } } } // Old Movie compositor Old Movie { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target_output { // Start with clear output input none // Draw a fullscreen quad with the black and white image pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/OldMovie input 0 rt0 } } } } // HDR compositor HDR { // floating point only for now technique { // Temporary textures // Fullsize HDR render target, used as tone mapping source texture rt_full target_width target_height PF_FLOAT16_RGB // Targets used for luminance evaluation (3x3 downsample, point filtering) texture rt_lum0 1 1 PF_FLOAT16_RGB texture rt_lum1 4 4 PF_FLOAT16_RGB texture rt_lum2 16 16 PF_FLOAT16_RGB texture rt_lum3 64 64 PF_FLOAT16_RGB texture rt_lum4 128 128 PF_FLOAT16_RGB // Bright-pass filtered target (tone mapped) texture rt_brightpass 128 128 PF_R8G8B8 // Bloom filter targets texture rt_bloom0 128 128 PF_R8G8B8 texture rt_bloom1 128 128 PF_R8G8B8 target rt_full { // No input, render differently input none // Use float target HDR material scheme (unclamped shaders) material_scheme HDR pass clear { } pass render_scene { } } // Downsample the original HDR scene to extract luminence value target rt_lum4 { input none pass render_quad { // Downsample using a 2x2 filter and convert to greyscale material Ogre/Compositor/HDR/Downsample2x2Luminence input 0 rt_full identifier 994 } } target rt_lum3 { input none pass render_quad { // Downsample using a 3x3 filter material Ogre/Compositor/HDR/Downsample3x3 input 0 rt_lum4 identifier 993 } } target rt_lum2 { input none pass render_quad { // Downsample using a 3x3 filter material Ogre/Compositor/HDR/Downsample3x3 input 0 rt_lum3 identifier 992 } } target rt_lum1 { input none pass render_quad { // Downsample using a 3x3 filter material Ogre/Compositor/HDR/Downsample3x3 input 0 rt_lum2 identifier 991 } } target rt_lum0 { input none pass render_quad { // Downsample using a 3x3 filter material Ogre/Compositor/HDR/Downsample3x3 input 0 rt_lum1 identifier 990 } } target rt_brightpass { input none pass render_quad { // Downsample using a 3x3 filter, hi-pass and tone map material Ogre/Compositor/HDR/Downsample3x3Brightpass input 0 rt_full input 1 rt_lum0 identifier 800 } } target rt_bloom1 { input none pass render_quad { // Blur horizontally material Ogre/Compositor/HDR/GaussianBloom input 0 rt_brightpass identifier 701 } } target rt_bloom0 { input none pass render_quad { // Blur horizontally material Ogre/Compositor/HDR/GaussianBloom input 0 rt_bloom1 identifier 700 } } // Final output combines tone mapping of the original scene, with an // exposure setting passed in as a GPU parameter, and an additive bloom // effect target_output { input none pass render_quad { material Ogre/Compositor/HDR/ToneMapping input 0 rt_full input 1 rt_bloom0 input 2 rt_lum0 } } } } // Gaussian blur effect compositor Gaussian Blur { technique { // Temporary textures texture rt0 target_width target_height PF_A8R8G8B8 texture rt1 target_width target_height PF_A8R8G8B8 target rt0 { // Render output from previous compositor (or original scene) input previous } target rt1 { // Blur horizontally input none pass render_quad { material Ogre/Compositor/HDR/GaussianBloom input 0 rt0 identifier 700 } } target_output { // Start with clear output input none // Blur vertically pass render_quad { // Renders a fullscreen quad with a material material Ogre/Compositor/HDR/GaussianBloom input 0 rt1 identifier 701 } } } }