//Author: peachykeen//Title: Motion Blur I//Pack: MGE Shader Library//Desc:// Adds a motion blur effect to the screen, blending previous frames in further over timefloat MergeCoef = 0.74;texture lastframe;texture lastshader;sampler s0 = sampler_state { texture=<lastshader>; minfilter = linear; magfilter = linear; mipfilter = linear; addressu=clamp; addressv = clamp; };sampler s1 = sampler_state { texture=<lastframe>; minfilter = linear; magfilter = linear; mipfilter = linear; addressu=clamp; addressv = clamp; };float4 motionBlurA(in float2 Tex : TEXCOORD) : COLOR0{ float4 first = tex2D(s0, Tex); float4 second = tex2D(s1, Tex); return (lerp(first, second, MergeCoef));}technique T0{ pass p0 { PixelShader = compile ps_2_0 motionBlurA(); }}
//Author: peachykeen//Title: Motion Blur I//Pack: MGE Shader Library//Desc:// Adds a motion blur effect to the screen, blending previous frames in further over timefloat MergeCoef = 0.74;texture lastframe;texture lastshader;sampler s0 = sampler_state { texture=<lastshader>; minfilter = linear; magfilter = linear; mipfilter = linear; addressu=clamp; addressv = clamp; };sampler s1 = sampler_state { texture=<lastframe>; minfilter = linear; magfilter = linear; mipfilter = linear; addressu=clamp; addressv = clamp; };float4 motionBlurA(in float2 Tex : TEXCOORD) : COLOR0{ float4 first = tex2D(s0, Tex); float4 second = tex2D(s1, Tex); return (lerp(first, second, MergeCoef));}technique T0{ pass p0 { PixelShader = compile ps_2_0 motionBlurA(); }}