// $MinimumShaderProfile: ps_2_0 sampler s0 : register(s0); float4 p0 : register(c0); float4 p1 : register(c1); #define width (p0[0]) #define height (p0[1]) #define val0 (2.0) #define val1 (-0.125) #define effect_width (1.6) float4 main(float2 tex : TEXCOORD0) : COLOR { float dx = effect_width / width; float dy = effect_width / height; float4 c1 = tex2D(s0, tex + float2(-dx, -dy)) * val1; float4 c2 = tex2D(s0, tex + float2( 0, -dy)) * val1; float4 c3 = tex2D(s0, tex + float2(-dx, 0)) * val1; float4 c4 = tex2D(s0, tex + float2( dx, 0)) * val1; float4 c5 = tex2D(s0, tex + float2( 0, dy)) * val1; float4 c6 = tex2D(s0, tex + float2( dx, dy)) * val1; float4 c7 = tex2D(s0, tex + float2(-dx, +dy)) * val1; float4 c8 = tex2D(s0, tex + float2(+dx, -dy)) * val1; float4 c9 = tex2D(s0, tex) * val0; float4 c0 = (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 + c9); return c0; }