well, since matt used the same name ("basemap") you can just copy and paste it (replace old pixelshader) to your current fx-file.. look here:
Code:
float4x4 matWorldViewProj;
float4 vecTime;
struct VS_OUTPUT
{
float4 Pos: POSITION;
float2 texCoord: TEXCOORD0;
};
VS_OUTPUT mainVS(float4 Pos: POSITION, float2 iTPos : TEXCOORD0)
{
VS_OUTPUT Out;
// Clean up inaccuracies
Pos.xy = sign(Pos.xy);
Out.Pos = float4(Pos.xy, 0, 1);
Out.texCoord = float2(Pos.x,-Pos.y)*0.5-0.5;
return Out;
}
texture entSkin1;
sampler basemap = sampler_state
{
Texture = (entSkin1);
ADDRESSU = WRAP;
ADDRESSV = WRAP;
ADDRESSW = WRAP;
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};
float4 mainPS(float2 Tex: TEXCOORD0) : COLOR {
float4 Color=0;
float4 darken={0.025,0.025,0.025,1};
float2 tap1 = {Tex.x+0.008,Tex.y-0.008};
float2 tap2 = {Tex.x-0.008,Tex.y+0.008};
float2 tap3 = {Tex.x+0.008,Tex.y+0.008};
float2 tap4 = {Tex.x-0.008,Tex.y-0.008};
float2 tap5 = {Tex.x+0.008,Tex.y};
float2 tap6 = {Tex.x-0.008,Tex.y};
float2 tap7 = {Tex.x,Tex.y+0.008};
float2 tap8 = {Tex.x,Tex.y-0.008};
float2 tap9 = {Tex.x+0.016,Tex.y-0.016};
float2 tap10 = {Tex.x-0.016,Tex.y+0.016};
float2 tap11 = {Tex.x+0.016,Tex.y+0.016};
float2 tap12 = {Tex.x-0.016,Tex.y-0.016};
float2 tap13 = {Tex.x+0.016,Tex.y};
float2 tap14 = {Tex.x-0.016,Tex.y};
float2 tap15 = {Tex.x,Tex.y+0.016};
float2 tap16 = {Tex.x,Tex.y-0.016};
float2 tap17 = {Tex.x+0.032,Tex.y-0.032};
float2 tap18 = {Tex.x-0.032,Tex.y+0.032};
float2 tap19 = {Tex.x+0.032,Tex.y+0.032};
float2 tap20 = {Tex.x-0.032,Tex.y-0.032};
float2 tap21 = {Tex.x+0.032,Tex.y};
float2 tap22 = {Tex.x-0.032,Tex.y};
float2 tap23 = {Tex.x,Tex.y+0.032};
float2 tap24 = {Tex.x,Tex.y-0.032};
Color = tex2D( basemap, Tex.xy);
Color += tex2D( basemap, tap1);
Color += tex2D( basemap, tap2);
Color += tex2D( basemap, tap3);
Color += tex2D( basemap, tap4);
Color += tex2D( basemap, tap5);
Color += tex2D( basemap, tap6);
Color += tex2D( basemap, tap7);
Color += tex2D( basemap, tap8);
Color += tex2D( basemap, tap9);
Color += tex2D( basemap, tap10);
Color += tex2D( basemap, tap11);
Color += tex2D( basemap, tap12);
Color += tex2D( basemap, tap13);
Color += tex2D( basemap, tap14);
Color += tex2D( basemap, tap15);
Color += tex2D( basemap, tap16);
Color += tex2D( basemap, tap17);
Color += tex2D( basemap, tap18);
Color += tex2D( basemap, tap19);
Color += tex2D( basemap, tap20);
Color += tex2D( basemap, tap21);
Color += tex2D( basemap, tap22);
Color += tex2D( basemap, tap23);
Color += tex2D( basemap, tap24);
return ((Color)*darken)*0.5;
}
technique simpleBlur
{
pass noiseps2
{
ZENABLE = TRUE;
CullMode=0;
VertexShader = compile vs_2_0 mainVS();
PixelShader = compile ps_2_0 mainPS();
}
}
all you need to do is to include this fx-file into a material:
Code:
material mat_blur {
effect="howdidyounameyourfxfile.fx";
}
and apply this to a quad.mdl for example
and if you dont have a gforce5700 then you should probably get the blur you want