// $MinimumShaderProfile: ps_4_0 Texture2D tex : register(t0); SamplerState samp : register(s0); cbuffer PS_CONSTANTS : register(b0) { float px; float py; float2 wh; uint counter; float clock; }; #define val0 (1.0) #define val1 (0.125) #define effect_width (0.1) float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float dx = 0.0f; float dy = 0.0f; float fTap = effect_width; float4 cAccum = tex.Sample(samp, coord) * val0; for (int iDx = 0; iDx < 16; ++iDx) { dx = fTap * px; dy = fTap * py; cAccum += tex.Sample(samp, coord + float2(-dx, -dy)) * val1; cAccum += tex.Sample(samp, coord + float2( 0, -dy)) * val1; cAccum += tex.Sample(samp, coord + float2(-dx, 0)) * val1; cAccum += tex.Sample(samp, coord + float2( dx, 0)) * val1; cAccum += tex.Sample(samp, coord + float2( 0, dy)) * val1; cAccum += tex.Sample(samp, coord + float2( dx, dy)) * val1; cAccum += tex.Sample(samp, coord + float2(-dx, +dy)) * val1; cAccum += tex.Sample(samp, coord + float2(+dx, -dy)) * val1; fTap += 0.1f; } return (cAccum / 16.0f); }