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https://github.com/sfall-team/sfall.git
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26 lines
574 B
HLSL
26 lines
574 B
HLSL
sampler s0;
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static const float2 rcpres =
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{
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0.0015625,
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0.0020833333333333333333333333333333
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};
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float4 Blur( float2 Tex : TEXCOORD0 ) : COLOR0
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{
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float4 Color = 0;
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Color += tex2D( s0, float2(Tex.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x + rcpres.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x - rcpres.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x, Tex.y + rcpres.y));
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Color += tex2D( s0, float2(Tex.x, Tex.y - rcpres.y));
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return Color * 0.2;
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}
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Technique blur
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{
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Pass P0 { PixelShader = compile ps_2_0 Blur(); }
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Pass P1 { PixelShader = compile ps_2_0 Blur(); }
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} |