struct VS_Output { float4 Pos : SV_POSITION; float2 Tex : TEXCOORD0; }; Texture2D SceneColour : register(t0); SamplerState PointSampler : register(s0); cbuffer cbPS : register(b0) { uint SampleCount; float SampleMult; float TexelSizeX; float TexelSizeY; }; float4 main(VS_Output input) : SV_TARGET { float4 vColor = 0; float2 ts = float2(TexelSizeX, TexelSizeY); float2 tc = input.Tex * (1.0 - (ts * (float) (SampleCount - 1))); for (uint x = 0; x < SampleCount; x++) { for (uint y = 0; y < SampleCount; y++) { float2 tcxy = tc + float2(x, y) * ts; vColor += SceneColour.Sample(PointSampler, tcxy); } } vColor *= SampleMult; return float4(vColor.rgb, 1); }