// Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; float fGlowPower; float4 fGlowColor; float fContrast; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; Out.Color = tex2D(Tex0, float2(In.Texture.x,In.Texture.y)); float4 fOldColor = Out.Color; fContrast=0-fContrast; Out.Color.rgb = Out.Color.rgb*(1.0f-fContrast)+(1.0f-Out.Color.rgb)*fContrast; if(Out.Color.a<1.0f) { PS_OUTPUT TexT; PS_OUTPUT TexTL; PS_OUTPUT TexL; PS_OUTPUT TexBL; PS_OUTPUT TexB; PS_OUTPUT TexBR; PS_OUTPUT TexR; PS_OUTPUT TexTR; TexT.Color = tex2D(Tex0, float2(In.Texture.x,In.Texture.y-fGlowPower)); TexTL.Color = tex2D(Tex0, float2(In.Texture.x-fGlowPower,In.Texture.y-fGlowPower)); TexL.Color = tex2D(Tex0, float2(In.Texture.x-fGlowPower,In.Texture.y)); TexBL.Color = tex2D(Tex0, float2(In.Texture.x-fGlowPower,In.Texture.y+fGlowPower)); TexB.Color = tex2D(Tex0, float2(In.Texture.x,In.Texture.y+fGlowPower)); TexBR.Color = tex2D(Tex0, float2(In.Texture.x+fGlowPower,In.Texture.y+fGlowPower)); TexR.Color = tex2D(Tex0, float2(In.Texture.x+fGlowPower,In.Texture.y)); TexTR.Color = tex2D(Tex0, float2(In.Texture.x+fGlowPower,In.Texture.y-fGlowPower)); Out.Color = (Out.Color+TexT.Color+TexTL.Color+TexL.Color+TexBL.Color+TexB.Color+TexBR.Color+TexR.Color+TexTR.Color)/9; Out.Color.a=Out.Color.a+fOldColor.a; Out.Color.rgb=fGlowColor.rgb*(1.0f-fOldColor.a)+fOldColor.rgb*(fOldColor.a); } //Out.Color.rgb=0; return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_2_0 ps_main(); } }