#line 1 "complex-ogre-radialblur-in.txt" uniform sampler2D tex: register(s0); static const float samples[10] = { -0.08, -0.05, -0.03, -0.02, -0.01, 0.01, 0.02, 0.03, 0.05, 0.08 }; float4 main(float4 Pos : POSITION, float2 texCoord: TEXCOORD0, uniform float sampleDist, uniform float sampleStrength ) : COLOR { //Vector from pixel to the center of the screen float2 dir = 0.5 - texCoord; //Distance from pixel to the center (distant pixels have stronger effect) //float dist = distance( float2( 0.5, 0.5 ), texCoord ); float dist = sqrt( dir.x*dir.x + dir.y*dir.y ); //Now that we have dist, we can normlize vector dir = normalize( dir ); //Save the color to be used later float4 color = tex2D( tex, texCoord ); //Average the pixels going along the vector float4 sum = color; for (int i = 0; i < 10; i++) { float4 res=tex2D( tex, texCoord + dir * samples[i] * sampleDist ); sum += res; } sum /= 11; //Calculate amount of blur based on //distance and a strength parameter float t = dist * sampleStrength; t = saturate( t );//We need 0 <= t <= 1 //Blend the original color with the averaged pixels return lerp( color, sum, t ); }