// $MinimumShaderProfile: ps_2_0 sampler s0 : register(s0); float4 p0 : register(c0); #define width (p0[0]) #define height (p0[1]) float4 main(float2 tex : TEXCOORD0) : COLOR { float dx = 1 / width; float dy = 1 / height; float4 c1 = tex2D(s0, tex + float2(-dx, -dy)); float4 c2 = tex2D(s0, tex + float2( 0, -dy)); float4 c4 = tex2D(s0, tex + float2(-dx, 0)); float4 c6 = tex2D(s0, tex + float2( dx, 0)); float4 c8 = tex2D(s0, tex + float2( 0, dy)); float4 c9 = tex2D(s0, tex + float2( dx, dy)); float4 c0 = (-c1 - c2 - c4 + c6 + c8 + c9); c0 = (c0.r + c0.g + c0.b) / 3 + 0.5; return c0; }