// $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; }; float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float dx = 4 * px; float dy = 4 * py; float4 c2 = tex.Sample(samp, coord + float2( 0, -dy)); float4 c4 = tex.Sample(samp, coord + float2(-dx, 0)); float4 c5 = tex.Sample(samp, coord + float2( 0, 0)); float4 c6 = tex.Sample(samp, coord + float2( dx, 0)); float4 c8 = tex.Sample(samp, coord + 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; }