//DirectX 9.0 HLSL Vertex Shader vs_1_1 vertex_program Blur0_vs11 hlsl { source Blur0_vs11.hlsl target vs_1_1 entry_point main } //DirectX 9.0 HLSL Pixel Shader ps_2_0 fragment_program Blur0_ps20 hlsl { source Blur0_ps20.hlsl target ps_2_0 entry_point main } //DirectX 9.0 HLSL Vertex Shader vs_1_1 vertex_program Blur1_vs11 hlsl { source Blur1_vs11.hlsl target vs_1_1 entry_point main } //DirectX 9.0 HLSL Pixel Shader ps_2_0 fragment_program Blur1_ps20 hlsl { source Blur1_ps20.hlsl target ps_2_0 entry_point main } vertex_program Blur0_vs_glsl glsl { source Blur0_vs.glsl } vertex_program Blur1_vs_glsl glsl { source Blur1_vs.glsl } fragment_program Blur_ps_glsl glsl { source Blur_ps.glsl default_params { param_named tex0 int 0 } } //Effect: Bloom material Ogre/Compositor/Blur0 { technique { //Rendering Pass: Blur0 (pass index: #1 ) pass { //State: D3DRS_CULLMODE, Value : D3DCULL_NONE cull_hardware none cull_software none depth_check off fragment_program_ref Blur0_ps20 { } vertex_program_ref Blur0_vs11 { } texture_unit RT { tex_coord_set 0 tex_address_mode clamp filtering linear linear linear } } } technique { //Rendering Pass: Blur0 (pass index: #1 ) pass { cull_hardware none cull_software none depth_check off fragment_program_ref Blur_ps_glsl { } vertex_program_ref Blur0_vs_glsl { } texture_unit RT { tex_coord_set 0 tex_address_mode clamp filtering linear linear linear } } } } material Ogre/Compositor/Blur1 { technique { //Rendering Pass: Blur1 (pass index: #2 ) pass { cull_hardware none cull_software none depth_check off fragment_program_ref Blur1_ps20 { } vertex_program_ref Blur1_vs11 { } texture_unit { tex_coord_set 0 tex_address_mode clamp filtering linear linear linear } } } technique { //Rendering Pass: Blur1 (pass index: #2 ) pass { cull_hardware none cull_software none depth_func always_pass fragment_program_ref Blur_ps_glsl { } vertex_program_ref Blur1_vs_glsl { } texture_unit { tex_coord_set 0 tex_address_mode clamp filtering linear linear linear } } } } /// Overlay quad material Ogre/Compositor/BloomBlend { technique { pass { lighting on diffuse 0.0 0.0 0.0 0.5 specular 0.0 0.0 0.0 0.0 ambient 0.0 0.0 0.0 emissive 1.0 1.0 1.0 cull_hardware none depth_check off scene_blend alpha_blend texture_unit { tex_coord_set 0 tex_address_mode clamp filtering linear linear linear } } } }