Thanks, It's work fine !

This is the shader code for the nightvision.fx if you want to use it :

Code:
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();
	}
}




Leader "Mach Creation"
A7.80.1 Pro