| cbuffer ConstantBuffer : register(b0) |
| { |
| float4x4 qt_Matrix; |
| float qt_Opacity; |
| float2 delta; |
| }; |
| |
| Texture2D source : register(t0); |
| SamplerState sourceSampler : register(s0); |
| |
| float4 main(float4 position : SV_POSITION, |
| float2 coord0 : TEXCOORD0, |
| float2 coord1 : TEXCOORD1, |
| float2 coord2 : TEXCOORD2, |
| float2 coord3 : TEXCOORD3) : SV_TARGET |
| { |
| return (source.Sample(sourceSampler, coord0) + source.Sample(sourceSampler, coord1) |
| + source.Sample(sourceSampler, coord2) + source.Sample(sourceSampler, coord3)) * 0.25 * qt_Opacity; |
| } |