// OBS Default uniform float4x4 ViewProj; // Settings (Shared) uniform texture2d u_image; uniform float2 u_imageSize; uniform float2 u_imageTexelDelta; uniform int u_radius; uniform int u_diameter; uniform float2 u_texelDelta; 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 = u_image.Sample(textureSampler, v_in.uv); for (int k = 1; k <= u_radius; k++) { rgba += u_image.Sample(textureSampler, v_in.uv + (u_texelDelta * k)); rgba += u_image.Sample(textureSampler, v_in.uv - (u_texelDelta * k)); } rgba = rgba / u_diameter; return rgba; } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSBox(v_in); } }