Code:
#ifdef HARD	
	// Additional samples for high strength
	sampleB5 = tex2D( g_samSrcColor, Tex.xy - vecViewPort.zw*11. );
	sampleF5 = tex2D( g_samSrcColor, Tex.xy + vecViewPort.zw*11. );
	sampleB6 = tex2D( g_samSrcColor, Tex.xy - vecViewPort.zw*14. );
	sampleF6 = tex2D( g_samSrcColor, Tex.xy + vecViewPort.zw*14. );
	#endif


instead of
Code:
if(hard)
	{
	// Additional samples for high strength
	sampleB5 = tex2D( g_samSrcColor, Tex.xy - vecViewPort.zw*11. );
	sampleF5 = tex2D( g_samSrcColor, Tex.xy + vecViewPort.zw*11. );
	sampleB6 = tex2D( g_samSrcColor, Tex.xy - vecViewPort.zw*14. );
	sampleF6 = tex2D( g_samSrcColor, Tex.xy + vecViewPort.zw*14. );
	}


was what I meant.

Using 'if' the shader checks whether you want to use the 'hard' version every frame for every screen pixel. Thats slow.