#if OPENGL #define SV_POSITION POSITION #define VS_SHADERMODEL vs_3_0 #define PS_SHADERMODEL ps_3_0 #else #define VS_SHADERMODEL vs_4_0_level_9_1 #define PS_SHADERMODEL ps_4_0_level_9_1 #endif sampler s0; float pixelX; float mult0; float mult1; float4 PixelShaderFunction(float4 pos : SV_Position, float4 color1 : COLOR0, float2 coords : TEXCOORD0) : COLOR0 { float4 sideColors = tex2D(s0, float2(coords.x - pixelX * 0.5, coords.y)) * mult0; sideColors += tex2D(s0, float2(coords.x + pixelX * 0.5, coords.y)) * mult0; sideColors += tex2D(s0, float2(coords.x - pixelX * 2.5, coords.y)) * mult1; sideColors += tex2D(s0, float2(coords.x + pixelX * 2.5, coords.y)) * mult1; return sideColors; } technique Technique1 { pass Pass1 { PixelShader = compile PS_SHADERMODEL PixelShaderFunction(); } }