; Blur vertex shader // // This shader computes the sampling locations // for blurring // vs.1.1 /* v0 pos v7 tex coord t0...3 sharp texture c0...3 jitter values */ mov oPos, v0 // Output pos = input pos mov oT0.xy, v9 // Main sample (no jitter) add oT1.xy, v9, c1 // jitter tex coords add oT2.xy, v9, c2 // mask output texture coords .xy so that projective add oT3.xy, v9, c3 // texturing shit doesn't get applied.