//----------------------------------------------------------------------------- // Effect File Variables //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord0 : TEXCOORD0; float2 TexCoord1 : TEXCOORD1; float2 TexCoord2 : TEXCOORD2; float2 TexCoord3 : TEXCOORD3; float2 TexCoord4 : TEXCOORD4; float2 TexCoord5 : TEXCOORD5; float2 TexCoord6 : TEXCOORD6; float2 TexCoord7 : TEXCOORD7; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord0 : TEXCOORD0; float2 TexCoord1 : TEXCOORD1; float2 TexCoord2 : TEXCOORD2; float2 TexCoord3 : TEXCOORD3; float2 TexCoord4 : TEXCOORD4; float2 TexCoord5 : TEXCOORD5; float2 TexCoord6 : TEXCOORD6; float2 TexCoord7 : TEXCOORD7; }; //----------------------------------------------------------------------------- // Simple Vertex Shader //----------------------------------------------------------------------------- uniform float TargetWidth; uniform float TargetHeight; uniform float2 Defocus = float2(0.0f, 0.0f); float2 Coord0Offset = float2( 0.0f, 0.0f); float2 Coord1Offset = float2(-0.2f, -0.6f); float2 Coord2Offset = float2( 0.4f, -0.4f); float2 Coord3Offset = float2( 0.6f, 0.2f); float2 Coord4Offset = float2( 0.2f, 0.6f); float2 Coord5Offset = float2(-0.4f, 0.6f); float2 Coord6Offset = float2(-0.6f, 0.2f); float2 Coord7Offset = float2(-0.6f, -0.4f); VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; Output.Position.y = 1.0f - Output.Position.y; Output.Position.x -= 0.5f; Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight); float2 TexCoord = Input.TexCoord; TexCoord = TexCoord;// + float2(0.5f, -0.5f) * InvTexSize; Output.TexCoord0 = TexCoord + Coord0Offset * InvTexSize * Defocus; Output.TexCoord1 = TexCoord + Coord1Offset * InvTexSize * Defocus; Output.TexCoord2 = TexCoord + Coord2Offset * InvTexSize * Defocus; Output.TexCoord3 = TexCoord + Coord3Offset * InvTexSize * Defocus; Output.TexCoord4 = TexCoord + Coord4Offset * InvTexSize * Defocus; Output.TexCoord5 = TexCoord + Coord5Offset * InvTexSize * Defocus; Output.TexCoord6 = TexCoord + Coord6Offset * InvTexSize * Defocus; Output.TexCoord7 = TexCoord + Coord7Offset * InvTexSize * Defocus; return Output; } //----------------------------------------------------------------------------- // Simple Pixel Shader //----------------------------------------------------------------------------- float4 ps_main(PS_INPUT Input) : COLOR { float4 d0 = tex2D(DiffuseSampler, Input.TexCoord0); float3 d1 = tex2D(DiffuseSampler, Input.TexCoord1).rgb; float3 d2 = tex2D(DiffuseSampler, Input.TexCoord2).rgb; float3 d3 = tex2D(DiffuseSampler, Input.TexCoord3).rgb; float3 d4 = tex2D(DiffuseSampler, Input.TexCoord4).rgb; float3 d5 = tex2D(DiffuseSampler, Input.TexCoord5).rgb; float3 d6 = tex2D(DiffuseSampler, Input.TexCoord6).rgb; float3 d7 = tex2D(DiffuseSampler, Input.TexCoord7).rgb; float3 blurred = (d0.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7) / 8.0f; blurred = lerp(d0.rgb, blurred, 1.0f); return float4(blurred, d0.a); } //----------------------------------------------------------------------------- // Simple Effect //----------------------------------------------------------------------------- technique TestTechnique { pass Pass0 { Lighting = FALSE; Sampler[0] = ; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }