//========== Copyright (c) Valve Corporation, All rights reserved. ==========// sampler g_texSampler : register( s0 ); struct PS_INPUT { float2 uv : TEXCOORD0; }; float2 g_vPsTapOffsets[2] : register( c0 ); float4 main( PS_INPUT i ) : COLOR { float4 cOut; cOut = 0.25 * tex2D( g_texSampler, i.uv + g_vPsTapOffsets[0] ); cOut += 0.25 * tex2D( g_texSampler, i.uv - g_vPsTapOffsets[0] ); cOut += 0.25 * tex2D( g_texSampler, i.uv + g_vPsTapOffsets[1] ); cOut += 0.25 * tex2D( g_texSampler, i.uv - g_vPsTapOffsets[1] ); return cOut; }