// $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 { float4 c0 = 0; float2 ar = float2(16, 9); float h = (1 - width / height * ar.y / ar.x) / 2; if (tex.y >= h && tex.y <= 1 - h) { c0 = tex2D(s0, tex); } return c0; }