float alpha = 1.f; texture tex; sampler tex_sampler = sampler_state { Texture = (tex); MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; }; struct VS_OUTPUT { float4 pos : POSITION; float2 tex : TEXCOORD1; }; VS_OUTPUT vertex(float4 ipos : POSITION, float2 tex : TEXCOORD0) { VS_OUTPUT Out; Out.pos = ipos; Out.tex = tex * 2; return Out; } float4 pixel(VS_OUTPUT In) : COLOR { return tex2D(tex_sampler, In.tex) * alpha; } technique blur_ps_vs_2_0 { pass P0 { VertexShader = compile vs_2_0 vertex(); PixelShader = compile ps_2_0 pixel(); } }