uniform float4x4 ViewProj; uniform texture2d image; uniform float2 texel; uniform int widthHalf; uniform int width; sampler_state textureSampler { Filter = Point; AddressU = Clamp; AddressV = Clamp; }; struct VertDataIn { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct VertDataOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertDataOut VSDefault(VertDataIn v_in) { VertDataOut vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } // Gaussian Blur float Gaussian(float x, float deviation) { return (1.0 / sqrt(2.0 * 3.141592 * deviation)) * exp(-((x * x) / (2.0 * deviation))); } float4 PSGaussian(VertDataOut v_in) : TARGET { float4 rgba = float4(0, 0, 0, 0); for (int k = -widthHalf; k <= widthHalf; k++) { float4 smpl = image.Sample(textureSampler, v_in.uv + (texel * k)); smpl *= Gaussian(k / width, 1.0); rgba += smpl; } return rgba; } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussian(v_in); } }