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- texture texture0;
- float factor;
- sampler Sampler0 = sampler_state
- {
- Texture = (texture0);
- AddressU = MIRROR;
- AddressV = MIRROR;
- };
- struct PSInput
- {
- float2 TexCoord : TEXCOORD0;
- };
- float4 PixelShader_Background(PSInput PS) : COLOR0
- {
- float4 sum = tex2D(Sampler0, PS.TexCoord);
- for (float i = 1; i < 3; i++) {
- sum += tex2D(Sampler0, float2(PS.TexCoord.x, PS.TexCoord.y + (i * factor)));
- sum += tex2D(Sampler0, float2(PS.TexCoord.x, PS.TexCoord.y - (i * factor)));
- sum += tex2D(Sampler0, float2(PS.TexCoord.x - (i * factor), PS.TexCoord.y));
- sum += tex2D(Sampler0, float2(PS.TexCoord.x + (i * factor), PS.TexCoord.y));
- }
- sum /= 9;
- sum.a = 1.0;
- return sum;
- }
- technique complercated
- {
- pass P0
- {
- PixelShader = compile ps_2_0 PixelShader_Background();
- }
- }
- technique simple
- {
- pass P0
- {
- Texture[0] = texture0;
- }
- }
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