//texture PrevFrameImage; //sampler2D sampler_main = sampler_state { Texture = ; }; //float4 _c0; // source texsize (.xy), and inverse (.zw) //float4 _c1; // w1..w4 //float4 _c2; // d1..d4 //float4 _c3; // scale, bias, w_div void PS( float2 uv : TEXCOORD, out float4 ret : COLOR0 ) { // LONG HORIZ. PASS 1: //const float w[8] = { 4.0, 3.8, 3.5, 2.9, 1.9, 1.2, 0.7, 0.3 }; <- user can specify these //const float w1 = w[0] + w[1]; //const float w2 = w[2] + w[3]; //const float w3 = w[4] + w[5]; //const float w4 = w[6] + w[7]; //const float d1 = 0 + 2*w[1]/w1; //const float d2 = 2 + 2*w[3]/w2; //const float d3 = 4 + 2*w[5]/w3; //const float d4 = 6 + 2*w[7]/w4; //const float w_div = 0.5/(w1+w2+w3+w4); #define srctexsize _c0 #define w1 _c1.x #define w2 _c1.y #define w3 _c1.z #define w4 _c1.w #define d1 _c2.x #define d2 _c2.y #define d3 _c2.z #define d4 _c2.w #define fscale _c3.x #define fbias _c3.y #define w_div _c3.z // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels. //float2 uv2 = uv.xy;// + srctexsize.zw*float2(0.5,0.5); float2 uv2 = uv.xy + srctexsize.zw*float2(1,1); // + moves blur UP, LEFT by 1-pixel increments float3 blur = ( tex2D( sampler_main, uv2 + float2( d1*srctexsize.z,0) ).xyz + tex2D( sampler_main, uv2 + float2(-d1*srctexsize.z,0) ).xyz)*w1 + ( tex2D( sampler_main, uv2 + float2( d2*srctexsize.z,0) ).xyz + tex2D( sampler_main, uv2 + float2(-d2*srctexsize.z,0) ).xyz)*w2 + ( tex2D( sampler_main, uv2 + float2( d3*srctexsize.z,0) ).xyz + tex2D( sampler_main, uv2 + float2(-d3*srctexsize.z,0) ).xyz)*w3 + ( tex2D( sampler_main, uv2 + float2( d4*srctexsize.z,0) ).xyz + tex2D( sampler_main, uv2 + float2(-d4*srctexsize.z,0) ).xyz)*w4 ; blur.xyz *= w_div; blur.xyz = blur.xyz*fscale + fbias; ret.xyz = blur; ret.w = 1; //ret.xyzw = tex2D(sampler_main, uv + 0*srctexsize.zw); }