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sampler2D BaseSampler = sampler_state
{
MinFilter = Nearest;
MagFilter = Linear;
WrapS = Clamp;
WrapT = Clamp;
};
void v_SMBlur
(
in float3 modelPosition : POSITION,
in float2 modelTCoord : TEXCOORD0,
out float4 clipPosition : POSITION,
out float2 vertexTCoord : TEXCOORD0,
uniform float4x4 PVWMatrix
)
{
// Transform the position from model space to clip space.
clipPosition = mul(PVWMatrix, float4(modelPosition,1.0f));
// Pass through the texture coordinates.
vertexTCoord = modelTCoord;
}
void p_SMBlur
(
in float2 vertexTCoord : TEXCOORD0,
out float4 pixelColor : COLOR,
uniform float3 Weights[11],
uniform float2 Offsets[11]
)
{
pixelColor = 0.0f;
for (int i = 0; i < 11; ++i)
{
float2 tcoord = vertexTCoord + Offsets[i];
pixelColor.rgb += Weights[i]*tex2D(BaseSampler, tcoord).rgb;
}
pixelColor.a = 1.0f;
}
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