Build 1.1.4.0
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@@ -30,11 +30,18 @@ float xLosAlpha;
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float4 xColor;
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float blurDistance;
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float4 mainPS(VertexShaderOutput input) : COLOR0
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{
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float4 sampleColor = xTexture.Sample(TextureSampler, input.TexCoords);
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float4 losColor = xLosTexture.Sample(LosSampler, input.TexCoords);
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float4 losColor = xLosTexture.Sample(LosSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y + blurDistance));
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losColor += xLosTexture.Sample(LosSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y - blurDistance));
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losColor += xLosTexture.Sample(LosSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y - blurDistance));
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losColor += xLosTexture.Sample(LosSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y + blurDistance));
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losColor = losColor * 0.25f;
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float obscureAmount = 1.0f - losColor.r;
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float4 outColor = float4(
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@@ -53,4 +60,4 @@ technique LosShader
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 mainPS();
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}
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}
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}
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