float4 vecSkill1;
float2 samples[12]
= {
-0.326212, -0.405805,
-0.840144, -0.073580,
-0.695914, 0.457137,
-0.203345, 0.620716,
0.962340, -0.194983,
0.473434, -0.480026,
0.519456, 0.767022,
0.185461, -0.893124,
0.507431, 0.064425,
0.896420, 0.412458,
-0.321940, -0.932615,
-0.791559, -0.597705
};
texture TargetMap;
sampler postTex = sampler_state
{
texture = (TargetMap);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};
float4 Blur_PS(float2 texCoord: TEXCOORD0) : COLOR
{
float4 color;
color = tex2D(postTex, texCoord);
for (int i = 0; i < 12; i++)
{
color += tex2D(postTex, texCoord + vecSkill1[0] * samples[i]);
}
return color / 13;
}
technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_2_0 Blur_PS();
}
}
technique fallback { pass one { } }