uniform float4x4 ViewProj; uniform texture2d image; uniform int size; uniform float2 texel; 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; } // Box Blur float4 PSBox(VertDataOut v_in) : TARGET { float4 rgba = float4(0,0,0,0); //image.Sample(textureSampler, v_in.uv); float trueWidth = 1 + (size * 2); for (int k = -size; k <= size; k++) { rgba += image.Sample(textureSampler, v_in.uv + (texel * k)); } rgba = rgba / trueWidth; return rgba; } technique Box { pass Horizontal { vertex_shader = VSDefault(v_in); pixel_shader = PSBox(v_in); } pass Vertical { vertex_shader = VSDefault(v_in); pixel_shader = PSBox(v_in); } } // 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); float trueWidth = 1.0 + (size * 2); for (int k = -size; k <= size; k++) { float4 smpl = image.Sample(textureSampler, v_in.uv + (texel * k)); smpl *= Gaussian(k / trueWidth, 1.0); rgba += smpl; } return rgba; } technique Gaussian { pass Horizontal { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussian(v_in); } pass Vertical { vertex_shader = VSDefault(v_in); pixel_shader = PSGaussian(v_in); } }