// $MinimumShaderProfile: ps_3_0 sampler s0 : register(s0); float4 p0 : register(c0); #define width (p0[0]) #define height (p0[1]) #define val0 (1.0) #define val1 (0.125) #define effect_width (0.1) float4 main(float2 tex : TEXCOORD0) : COLOR { float dx = 0.0f; float dy = 0.0f; float fTap = effect_width; float4 cAccum = tex2D(s0, tex) * val0; for (int iDx = 0; iDx < 16; ++iDx) { dx = fTap / width; dy = fTap / height; cAccum += tex2D(s0, tex + float2(-dx, -dy)) * val1; cAccum += tex2D(s0, tex + float2( 0, -dy)) * val1; cAccum += tex2D(s0, tex + float2(-dx, 0)) * val1; cAccum += tex2D(s0, tex + float2( dx, 0)) * val1; cAccum += tex2D(s0, tex + float2( 0, dy)) * val1; cAccum += tex2D(s0, tex + float2( dx, dy)) * val1; cAccum += tex2D(s0, tex + float2(-dx, +dy)) * val1; cAccum += tex2D(s0, tex + float2(+dx, -dy)) * val1; fTap += 0.1f; } return (cAccum / 16.0f); }