// $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 { float4 c1 = tex.Sample(samp, coord + float2(-px, -py)); float4 c2 = tex.Sample(samp, coord + float2( 0, -py)); float4 c4 = tex.Sample(samp, coord + float2(-px, 0)); float4 c6 = tex.Sample(samp, coord + float2( px, 0)); float4 c8 = tex.Sample(samp, coord + float2( 0, py)); float4 c9 = tex.Sample(samp, coord + float2( px, py)); float4 c0 = (-c1 - c2 - c4 + c6 + c8 + c9); c0 = (c0.r + c0.g + c0.b) / 3 + 0.5; return c0; }