| cbuffer ConstantBuffer : register(b0) |
| { |
| float4x4 qt_Matrix; |
| float qt_Opacity; |
| float2 delta; |
| }; |
| |
| Texture2D source : register(t0); |
| SamplerState sourceSampler : register(s0); |
| |
| float4 PS_Shadow1(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET |
| { |
| return (0.0538 * source.Sample(sourceSampler, coord - 3.182 * delta) |
| + 0.3229 * source.Sample(sourceSampler, coord - 1.364 * delta) |
| + 0.2466 * source.Sample(sourceSampler, coord) |
| + 0.3229 * source.Sample(sourceSampler, coord + 1.364 * delta) |
| + 0.0538 * source.Sample(sourceSampler, coord + 3.182 * delta)) * qt_Opacity; |
| } |