stuff
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struct PS_OUTPUT
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{
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float4 gl_FragColor : SV_TARGET;
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};
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struct VS_OUTPUT
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{
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float4 gl_Position : SV_POSITION;
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float2 v_TexCoord : TEXCOORD0;
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};
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Texture2D g_Texture0:register(t0);
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SamplerState g_Texture0SamplerState:register(s0);
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static float weight[3][3] = {{21.0 / 256.0, 31.0 / 256.0, 21.0 / 256.0},
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{31.0 / 256.0, 48.0 / 256.0, 31.0 / 256.0},
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{21.0 / 256.0, 31.0 / 256.0, 21.0 / 256.0}};
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PS_OUTPUT main(VS_OUTPUT IN)
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{
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float3 color = (float3)0.0;
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float w;
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float h;
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g_Texture0.GetDimensions(w, h);
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float2 uvd = 3.333 / float2(w, h);
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for (int x = 0; x < 3; ++x)
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{
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for (int y = 0; y < 3; ++y)
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{
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color += g_Texture0.SampleLevel(g_Texture0SamplerState, IN.v_TexCoord + float2(x - 1, y - 1) * uvd, 0.0).rgb * weight[x][y];
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}
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}
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PS_OUTPUT OUT;
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OUT.gl_FragColor.rgb = color;
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OUT.gl_FragColor.a = 1.0;
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return OUT;
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}
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