float2 texCoor = inTex.xy / 2.0; texCoor += vecViewPort.zw * 0.25f; finalColor.rgb = tex2D ( mtlSkin1Sampler, texCoor.xy ).rgb;
float2 offset[4] = { 1, 1, -1, 1, 1, -1, -1, -1 }; float2 texCoor = inTex.xy*2.0f + vecViewPort.zw*0.25f; float2 fScale = vecViewPort.zw * 0.125f; for ( int i=0; i<4; i+=1 ) { float2 Offset = offset[i].xy * fScale; tex.rgb += tex2D ( mtlSkin1Sampler, texCoor.xy+Offset.xy ).rgb * 0.25f; }
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