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@@ -24,8 +24,10 @@ void VS(float4 iPos : POSITION,
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void PS(float2 iTexCoord : TEXCOORD0,
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float2 iScreenPos : TEXCOORD1,
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- out float4 oColor : COLOR0)
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+ out float4 oColor : OUTCOLOR0)
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{
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+
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+#ifndef D3D11
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#ifdef BLUR3
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oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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#endif
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@@ -41,4 +43,22 @@ void PS(float2 iTexCoord : TEXCOORD0,
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#ifdef BLUR9
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oColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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#endif
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+
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+#else
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+ #ifdef BLUR3
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+ oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
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+ #endif
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+
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+ #ifdef BLUR5
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+ oColor = GaussianBlur(5, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
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+ #endif
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+
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+ #ifdef BLUR7
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+ oColor = GaussianBlur(7, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffmap, sDiffMap, iTexCoord);
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+ #endif
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+
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+ #ifdef BLUR9
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+ oColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
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+ #endif
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+#endif
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}
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