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- sampler s0 : register(s0);
- float4 p0 : register(c0);
-
- #define width (p0[0])
- #define height (p0[1])
-
- #define val0 (0.93)
- #define val1 (0.125)
-
- #define effect_width (0.1)
-
- float4 main(float2 tex : TEXCOORD0) : COLOR
- {
- float dx = 0.0f;
- float dy = 0.0f;
- float fTap = effect_width;
-
- float4 cAccumX = tex2D(s0, tex) * val0 ;
-
- for ( int iDx = 0 ; iDx < 16; ++iDx )
- {
- dx = fTap /width;
- dy = fTap /height;
- float cAccum = 0.0f;
- cAccum += tex2D(s0, tex + float2(-dx,-dy)) * val1;
- cAccum += tex2D(s0, tex + float2(0,-dy)) * val1;
- cAccum += tex2D(s0, tex + float2(-dx,0)) * val1;
- cAccum += tex2D(s0, tex + float2(dx,0)) * val1;
- cAccum += tex2D(s0, tex + float2(0,dy)) * val1;
- cAccum += tex2D(s0, tex + float2(dx,dy)) * val1;
- cAccum += tex2D(s0, tex + float2(-dx,+dy)) * val1;
- cAccum += tex2D(s0, tex + float2(+dx,-dy)) * val1;
- cAccumX += cAccum / 16.0f;
- fTap += 0.1f;
- break;
- }
-
- return cAccumX;
- }