uniform matrix4 ViewProj; uniform texture2d image; uniform float2 imageTexel; uniform int layer; 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; } float4 PSAverage(VertDataOut v_in) : TARGET { float4 rgba = 0; for (float x = -1; x <= 1; x++) { for (float y = -1; y <= 1; y++) { rgba += image.Sample(textureSampler, v_in.uv + vec2(x,y) * imageTexel + imageTexel); } } return rgba / 9.0; } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSAverage(v_in); } }