// $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 = 4 / width; float dy = 4 / height; float4 c2 = tex2D(s0, tex + float2( 0, -dy)); float4 c4 = tex2D(s0, tex + float2(-dx, 0)); float4 c5 = tex2D(s0, tex + float2( 0, 0)); float4 c6 = tex2D(s0, tex + float2( dx, 0)); float4 c8 = tex2D(s0, tex + float2( 0, dy)); float4 c0 = (-c2 - c4 + c5 * 4 - c6 - c8); if (length(c0) < 1.0) { c0 = float4(0, 0, 0, 0); } else { c0 = float4(1, 1, 1, 0); } return c0; }