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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #ifndef D3D11
- // D3D9 uniforms
- uniform float2 cBlurOffsets;
- #else
- #ifdef COMPILEPS
- // D3D11 constant buffers
- cbuffer CustomPS : register(b6)
- {
- float2 cBlurOffsets;
- }
- #endif
- #endif
- void VS(float4 iPos : POSITION,
- out float2 oScreenPos : TEXCOORD0,
- out float4 oPos : OUTPOSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oScreenPos = GetScreenPosPreDiv(oPos);
- }
- void PS(float2 iScreenPos : TEXCOORD0,
- out float4 oColor : OUTCOLOR0)
- {
- float2 color = 0.0;
- color += 0.015625 * Sample2D(DiffMap, iScreenPos - 3.0 * cBlurOffsets).rg;
- color += 0.09375 * Sample2D(DiffMap, iScreenPos - 2.0 * cBlurOffsets).rg;
- color += 0.234375 * Sample2D(DiffMap, iScreenPos - cBlurOffsets).rg;
- color += 0.3125 * Sample2D(DiffMap, iScreenPos).rg;
- color += 0.234375 * Sample2D(DiffMap, iScreenPos + cBlurOffsets).rg;
- color += 0.09375 * Sample2D(DiffMap, iScreenPos + 2.0 * cBlurOffsets).rg;
- color += 0.015625 * Sample2D(DiffMap, iScreenPos + 3.0 * cBlurOffsets).rg;
- oColor = float4(color, 0.0, 0.0);
- }
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