cbuffer ConstantBuffer : register(b0) { float4x4 qt_Matrix; float qt_Opacity; float2 delta; }; Texture2D source : register(t0); SamplerState sourceSampler : register(s0); float4 PS_Shadow1(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET { return (0.0538 * source.Sample(sourceSampler, coord - 3.182 * delta) + 0.3229 * source.Sample(sourceSampler, coord - 1.364 * delta) + 0.2466 * source.Sample(sourceSampler, coord) + 0.3229 * source.Sample(sourceSampler, coord + 1.364 * delta) + 0.0538 * source.Sample(sourceSampler, coord + 3.182 * delta)) * qt_Opacity; }