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>;
}
}