// Parameters /// OBS uniform float4x4 ViewProj; /// Blur uniform texture2d u_image; uniform float2 u_imageSize; uniform float2 u_imageTexel; uniform int u_radius; uniform int u_diameter; uniform float2 u_texelDelta; // Data sampler_state pointSampler { Filter = Point; AddressU = Clamp; AddressV = Clamp; MinLOD = 0; MaxLOD = 0; }; 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; } // Box Blur float4 BlurFunc(float2 uv, float4 rgba) { float4 final = rgba; for (int k = 1; k <= u_radius; k++) { final += u_image.SampleLevel(pointSampler, uv + (u_texelDelta * k), 0); final += u_image.SampleLevel(pointSampler, uv - (u_texelDelta * k), 0); } return final / u_diameter; } float4 PSBox(VertDataOut v_in) : TARGET { float4 rgba = u_image.SampleLevel(pointSampler, v_in.uv, 0); return BlurFunc(v_in.uv, rgba); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSBox(v_in); } }