// $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; }; #define val0 (2.0) #define val1 (-0.125) #define effect_width (1.6) float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float dx = effect_width * px; float dy = effect_width * py; float4 c1 = tex.Sample(samp, coord + float2(-dx, -dy)) * val1; float4 c2 = tex.Sample(samp, coord + float2( 0, -dy)) * val1; float4 c3 = tex.Sample(samp, coord + float2(-dx, 0)) * val1; float4 c4 = tex.Sample(samp, coord + float2( dx, 0)) * val1; float4 c5 = tex.Sample(samp, coord + float2( 0, dy)) * val1; float4 c6 = tex.Sample(samp, coord + float2( dx, dy)) * val1; float4 c7 = tex.Sample(samp, coord + float2(-dx, +dy)) * val1; float4 c8 = tex.Sample(samp, coord + float2(+dx, -dy)) * val1; float4 c9 = tex.Sample(samp, coord) * val0; float4 c0 = (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 + c9); return c0; }