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Blur Shader

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Aug 31st, 2015
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  1. texture texture0;
  2. float factor;
  3.  
  4. sampler Sampler0 = sampler_state
  5. {
  6.     Texture = (texture0);
  7.     AddressU = MIRROR;
  8.     AddressV = MIRROR;
  9. };
  10.  
  11. struct PSInput
  12. {
  13.   float2 TexCoord : TEXCOORD0;
  14. };
  15.  
  16. float4 PixelShader_Background(PSInput PS) : COLOR0
  17. {
  18.     float4 sum = tex2D(Sampler0, PS.TexCoord);
  19.     for (float i = 1; i < 3; i++) {
  20.         sum += tex2D(Sampler0, float2(PS.TexCoord.x, PS.TexCoord.y + (i * factor)));
  21.         sum += tex2D(Sampler0, float2(PS.TexCoord.x, PS.TexCoord.y - (i * factor)));
  22.         sum += tex2D(Sampler0, float2(PS.TexCoord.x - (i * factor), PS.TexCoord.y));
  23.         sum += tex2D(Sampler0, float2(PS.TexCoord.x + (i * factor), PS.TexCoord.y));
  24.     }
  25.     sum /= 9;
  26.     sum.a = 1.0;
  27.     return sum;
  28. }
  29.  
  30. technique complercated
  31. {
  32.     pass P0
  33.     {
  34.         PixelShader = compile ps_2_0 PixelShader_Background();
  35.     }
  36. }
  37.  
  38. technique simple
  39. {
  40.     pass P0
  41.     {
  42.         Texture[0] = texture0;
  43.     }
  44. }
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