// Denoise=ps_3_0 sampler s0 : register(s0); float4 p0 : register(c0); #define width (p0[0]) #define height (p0[1]) #define val0 (1.0) #define val1 (0.125) #define effect_width (0.1) float4 main(float2 tex : TEXCOORD0) : COLOR { float dx = 0.0f; float dy = 0.0f; float fTap = effect_width; float4 cAccum = tex2D(s0, tex) * val0; for ( int iDx = 0 ; iDx < 16; ++iDx ) { dx = fTap /width; dy = fTap /height; cAccum += tex2D(s0, tex + float2(-dx,-dy)) * val1; cAccum += tex2D(s0, tex + float2(0,-dy)) * val1; cAccum += tex2D(s0, tex + float2(-dx,0)) * val1; cAccum += tex2D(s0, tex + float2(dx,0)) * val1; cAccum += tex2D(s0, tex + float2(0,dy)) * val1; cAccum += tex2D(s0, tex + float2(dx,dy)) * val1; cAccum += tex2D(s0, tex + float2(-dx,+dy)) * val1; cAccum += tex2D(s0, tex + float2(+dx,-dy)) * val1; fTap += 0.1f; } return(cAccum/16.0f); }