#define PART_WIDTH 192 #define PART_HEIGHT 108 void blurScreen() { if (!initialized) return; sceGuTexFilter(GU_LINEAR,GU_LINEAR); tVertex* vertices = sceGuGetMemory(3 * 2 * sizeof(tVertex)); sceGuTexMode(GU_PSM_8888,0,0,0); sceGuTexImage(0,getNextPower2(SCREEN_WIDTH),getNextPower2(SCREEN_WIDTH),getNextPower2(SCREEN_WIDTH),(void*)getVramDrawBuffer()); vertices[0].u = 0; vertices[0].v = 0; vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0; vertices[1].u = SCREEN_WIDTH; vertices[1].v = SCREEN_HEIGHT; vertices[1].x = PART_WIDTH; vertices[1].y = PART_HEIGHT; vertices[1].z = 0; vertices[2].u = 0; vertices[2].v = 0; vertices[2].x = SCREEN_WIDTH-PART_WIDTH; vertices[2].y = SCREEN_HEIGHT-PART_HEIGHT; vertices[2].z = 0; vertices[3].u = PART_WIDTH; vertices[3].v = PART_HEIGHT; vertices[3].x = SCREEN_WIDTH; vertices[3].y = SCREEN_HEIGHT; vertices[3].z = 0; vertices[4].u = SCREEN_WIDTH-PART_WIDTH; vertices[4].v = SCREEN_HEIGHT-PART_HEIGHT; vertices[4].x = 0; vertices[4].y = 0; vertices[4].z = 0; vertices[5].u = SCREEN_WIDTH; vertices[5].v = SCREEN_HEIGHT; vertices[5].x = SCREEN_WIDTH; vertices[5].y = SCREEN_HEIGHT; vertices[5].z = 0; sceGuEnable(GU_BLEND); sceGuEnable(GU_TEXTURE_2D); sceGuDisable(GU_DEPTH_TEST); sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 3*2, 0, vertices); sceGuEnable(GU_BLEND); }