// 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 fCoeff; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; 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-fCoeff)); TexTL.Color = tex2D(Tex0, float2(In.Texture.x-fCoeff,In.Texture.y-fCoeff)); TexL.Color = tex2D(Tex0, float2(In.Texture.x-fCoeff,In.Texture.y)); TexBL.Color = tex2D(Tex0, float2(In.Texture.x-fCoeff,In.Texture.y+fCoeff)); TexB.Color = tex2D(Tex0, float2(In.Texture.x,In.Texture.y+fCoeff)); TexBR.Color = tex2D(Tex0, float2(In.Texture.x+fCoeff,In.Texture.y+fCoeff)); TexR.Color = tex2D(Tex0, float2(In.Texture.x+fCoeff,In.Texture.y)); TexTR.Color = tex2D(Tex0, float2(In.Texture.x+fCoeff,In.Texture.y-fCoeff)); Out.Color = tex2D(Tex0, float2(In.Texture.x,In.Texture.y)); Out.Color = (Out.Color+TexT.Color+TexTL.Color+TexL.Color+TexBL.Color+TexB.Color+TexBR.Color+TexR.Color+TexTR.Color)/9; return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_2_0 ps_main(); } }