sampler Blur1: register(s1); sampler RT: register(s0); float luminance(float3 c) { return dot( c, float3(0.3, 0.59, 0.11) ); } float4 main(float2 texCoord: TEXCOORD0) : COLOR { float4 sharp = tex2D(RT, texCoord); float4 blur = tex2D(Blur1, texCoord); return ( sharp + blur * 1.8 ) / 2; // float4 color = lerp( sharp, blur, 0.4f ); // return color; /* return ( sharp + blur * 1.8 ) / 2 + luminance(blur) * float4( 0.5, 0.5, 0.5, 0) + luminance(sharp) * float4( 0.3, 0.3, 0.3, 0); */ /* return ( sharp + blur * 0.9) / 2 + luminance(blur) * float4(0.1, 0.15, 0.7, 0); */ /* return ( sharp + blur * 0.9) / 2 + luminance(blur) * float4(0.1, 0.15, 0.7, 0); */ // float4 retColor = luminance( sharp ) + // luminance( blur ) + blur / 2; // return retColor; }