[SCE CONFIDENTIAL DOCUMENT]

PlayStation(R)Edge 1.2.0

                  Copyright (C) 2009 Sony Computer Entertainment Inc.

                                                 All Rights Reserved.



<Point of Sample Program>



This sample allows to compare fullscreen vs quarter-resolution motion blur.





<Description of Sample Program>



The scene is rendered to a multiple render target, which is organized as follows:

mrt0: colors

mrt1: motion vectors



Before the flip happens the current render targets are copied from local memory to XDR memory and

the previous post-processing output is copied from XDR to local memory for display.

Then SPU post-processing is kicked on SPU.





<Files>

main.cpp                          : Main PPU code

main.h                            : Main class definition

vpsky.cg                          : Sky vertex program

fpsky.cg                          : Sky fragment program

vpshader.cg                       : Scene vertex program

fpshader.cg                       : Scene fragment program

postvp.cg                         : Resample vertex program

postfp.cg                         : Resample fragment program

spu/job_geom_interface.h          : Shared code between PPU and SPU

spu/edgepostjobheader.h           : Shared code between PPU and SPU

spu/jobgeom.cpp                   : EdgeGeom job

spu/motionblur.cpp                : Motionblur stage job



<Running the Program>

	- The left and right analog sticks, and the dpad up/down move the camera.

	- The square button toggle animation

	- The triangle button toggle fullscreen vs qurter resolution motionblur

	- The start button enable/disable the on screen text

