Texture TargetMap;
sampler2D g_samSrcColor = sampler_state { texture = <TargetMap>; MipFilter = Linear; };
float4 vecViewPort;
float4 vecSkill1;
float4 postprocessing_nightvision( float2 Tex : TEXCOORD0 ) : COLOR0
{
float facBlur = vecSkill1.x/20.;
float4 Color = tex2D( g_samSrcColor, Tex.xy);
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur);
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur*2);
Color += tex2D( g_samSrcColor, Tex.xy+vecViewPort.zw*facBlur*3);
Color *=2;
Color.g = (Color.r + Color.g + Color.b) / 3;
return(float4(0, Color.g, 0, 1));
}
technique PostProcess
{
pass p1
{
AlphaBlendEnable = false;
VertexShader = null;
PixelShader = compile ps_2_0 postprocessing_nightvision();
}
}