//texture PrevFrameImage; //sampler2D sampler_main = sampler_state { Texture = ; }; //float4 _c0; // source texsize (.xy), and inverse (.zw) //float4 _c5; // w1,w2,d1,d2 //float4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3 void PS( float2 uv : TEXCOORD, out float4 ret : COLOR0 ) { //SHORT VERTICAL PASS 2: //const float w1 = w[0]+w[1] + w[2]+w[3]; //const float w2 = w[4]+w[5] + w[6]+w[7]; //const float d1 = 0 + 2*((w[2]+w[3])/w1); //const float d2 = 2 + 2*((w[6]+w[7])/w2); //const float w_div = 1.0/((w1+w2)*2); #define srctexsize _c0 #define w1 _c5.x #define w2 _c5.y #define d1 _c5.z #define d2 _c5.w #define edge_darken_c1 _c6.y #define edge_darken_c2 _c6.z #define edge_darken_c3 _c6.w #define w_div _c6.x // 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(1,0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps) float3 blur = ( tex2D( sampler_main, uv2 + float2(0, d1*srctexsize.w) ).xyz + tex2D( sampler_main, uv2 + float2(0,-d1*srctexsize.w) ).xyz)*w1 + ( tex2D( sampler_main, uv2 + float2(0, d2*srctexsize.w) ).xyz + tex2D( sampler_main, uv2 + float2(0,-d2*srctexsize.w) ).xyz)*w2 ; blur.xyz *= w_div; // tone it down at the edges: (only happens on 1st X pass!) float t = min( min(uv.x, uv.y), 1-max(uv.x,uv.y) ); t = sqrt(t); t = edge_darken_c1 + edge_darken_c2*saturate(t*edge_darken_c3); blur.xyz *= t; ret.xyz = blur; ret.w = 1; //ret.xyzw = tex2D(sampler_main, uv + 0*srctexsize.zw); }