uniform samplerRECT samp0 : register(s0); void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0) { float4 c0 = texRECT(samp0, uv0).rgba; //blur float4 blurtotal = float4(0, 0, 0, 0); float blursize = 0.75; blurtotal += texRECT(samp0, uv0 + float2(-blursize, -blursize)); blurtotal += texRECT(samp0, uv0 + float2(-blursize, blursize)); blurtotal += texRECT(samp0, uv0 + float2( blursize, -blursize)); blurtotal += texRECT(samp0, uv0 + float2( blursize, blursize)); blurtotal += texRECT(samp0, uv0 + float2(-blursize, 0)); blurtotal += texRECT(samp0, uv0 + float2( blursize, 0)); blurtotal += texRECT(samp0, uv0 + float2( 0, -blursize)); blurtotal += texRECT(samp0, uv0 + float2( 0, blursize)); blurtotal *= 0.125; c0 = blurtotal; // output ocol0 = float4(c0.r, c0.g, c0.b, 1.0); }