Adding more passes doesn't do any good (in fact it just makes it real slow). I suppose I should probably just post the rest of the code, to help clear things up:

Code:

texture entSkin1;

sampler postTex = sampler_state
{
texture = (entSkin1);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};

float4 Blur_PS(float2 texCoord: TEXCOORD0) : COLOR
{
float4 color;

color = tex2D(postTex, texCoord);

for (int i = 0; i < 12; i++)
{
color += tex2D(postTex, texCoord + 0.00625 * samples[i]);
}

return color / 13;
}

technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_2_0 Blur_PS();
}
}

technique tech_01
{
pass pass_00
{
Texture[0] = <entSkin1>;
}
}




Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}