//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler TexSampler : register( s0 ); struct PS_INPUT { float2 coordTap0 : TEXCOORD0; float2 coordTap1 : TEXCOORD1; float2 coordTap2 : TEXCOORD2; float2 coordTap3 : TEXCOORD3; }; float4 main( PS_INPUT i ) : COLOR { float4 s0, s1, s2, s3; // Sample 4 taps s0 = tex2D( TexSampler, i.coordTap0 ); s1 = tex2D( TexSampler, i.coordTap1 ); s2 = tex2D( TexSampler, i.coordTap2 ); s3 = tex2D( TexSampler, i.coordTap3 ); // store grayscale version of buffer in alpha float4 vResult = ( s0 + s1 + s2 + s3 ) * 0.25f; vResult.a = dot( float3( 0.3f, 0.59f, 0.11f ), vResult.rgb ); return vResult; }