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cbuffer ConstantBuffer : register(b0)
{
float4x4 qt_Matrix;
float qt_Opacity;
float2 delta;
};
Texture2D source : register(t0);
SamplerState sourceSampler : register(s0);
float4 main(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;
}
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