you are using pp! so you can use this two shaders (i wrote them for the bloom shader...)
Code:
MATERIAL* mtlBlurH =
{
effect = "
float4 vecViewPort;
float4 vecSkill1;
const int blurRadius = 5;//number of px
Texture TargetMap;
sampler2D smpSource = sampler_state{texture=<TargetMap>;};
float4 BlurHPS( float2 Tex: TEXCOORD0):COLOR0
{
float4 Color = tex2D(smpSource,Tex.xy-vecViewPort.zw);
float2 tempTex;
tempTex.y = Tex.y;
for(int i=-blurRadius;i<=blurRadius;i++)
{
tempTex.x = Tex.x+i*vecSkill1;
Color += tex2D(smpSource,tempTex.xy-vecViewPort.zw);
}
return Color/(blurRadius*2+1);
}
technique Blackout { pass one { PixelShader = compile ps_2_0 BlurHPS();}}
technique fallback { pass one { } }";
}
MATERIAL* mtlBlurV =
{
effect = "
float4 vecViewPort;
float4 vecSkill1;
const int blurRadius = 5;//number of px
Texture TargetMap;
sampler2D smpSource = sampler_state{texture=<TargetMap>;};
float4 BlurVPS( float2 Tex: TEXCOORD0):COLOR0
{
float4 Color = tex2D(smpSource,Tex.xy-vecViewPort.zw);
float2 tempTex;
tempTex.x = Tex.x;
for(int i=-blurRadius;i<=blurRadius;i++)
{
tempTex.y = Tex.y+i*vecSkill1.x;
Color += tex2D(smpSource,tempTex.xy-vecViewPort.zw);
}
return Color/(blurRadius*2+1);
}
technique Blackout { pass one { PixelShader = compile ps_2_0 BlurVPS();}}
technique fallback { pass one { } }";
}