Sure, thanks PheMox!

Code:

texture postTex1;

sampler postTex = sampler_state
{
texture = (postTex1);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};

float4 MyShader( float2 Tex : TEXCOORD0 ) : COLOR0 {
float4 Color;
Color = tex2D( postTex, Tex.xy);
Color += tex2D( postTex, Tex.xy+0.001);
Color += tex2D( postTex, Tex.xy+0.003);
Color += tex2D( postTex, Tex.xy+0.005);
Color = Color / 3.5;
return Color;
}

technique PostProcess {
pass p1 {
VertexShader = null;
PixelShader = compile ps_2_0 MyShader();
}
}