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PC World 2006 October
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2006-05-05
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893b
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30 lines
sampler s0 : register(s0);
float4 p0 : register(c0);
float4 p1 : register(c1);
#define effect_width (1.6)
#define val0 (2.0)
#define val1 (-0.125)
#define width (p0[0])
#define height (p0[1])
float4 main(float2 tex : TEXCOORD0) : COLOR
{
float dx = effect_width/width;
float dy = effect_width/height;
float4 c1 = tex2D(s0, tex + float2(-dx,-dy)) * val1;
float4 c2 = tex2D(s0, tex + float2(0,-dy)) * val1;
float4 c3 = tex2D(s0, tex + float2(-dx,0)) * val1;
float4 c4 = tex2D(s0, tex + float2(dx,0)) * val1;
float4 c5 = tex2D(s0, tex + float2(0,dy)) * val1;
float4 c6 = tex2D(s0, tex + float2(dx,dy)) * val1;
float4 c7 = tex2D(s0, tex + float2(-dx,+dy)) * val1;
float4 c8 = tex2D(s0, tex + float2(+dx,-dy)) * val1;
float4 c9 = tex2D(s0, tex) * val0;
float4 c0 = (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 +c9);
return c0;
}