// WWW.TGBUS.COM
// Universe Studio

uniform samplerRECT samp0 : register(s0);

void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
  float4 c0 = texRECT(samp0, uv0).rgba;
  //blur
  float4 blurtotal = float4(0, 0, 0, 0);
  float blursize = 0.75;
  blurtotal += texRECT(samp0, uv0 + float2(-blursize, -blursize));
  blurtotal += texRECT(samp0, uv0 + float2(-blursize,  blursize));
  blurtotal += texRECT(samp0, uv0 + float2( blursize, -blursize));
  blurtotal += texRECT(samp0, uv0 + float2( blursize,  blursize));
  blurtotal += texRECT(samp0, uv0 + float2(-blursize,  0));
  blurtotal += texRECT(samp0, uv0 + float2( blursize,  0));
  blurtotal += texRECT(samp0, uv0 + float2( 0, -blursize));
  blurtotal += texRECT(samp0, uv0 + float2( 0,  blursize));
  blurtotal *= 0.125;
  c0 = blurtotal;
  // output
  ocol0 = float4(c0.r, c0.g, c0.b, 1.0);
}