//-----------------------------------------------------------------------------
// Desc: Effect file for image post-processing sample.
// Simply samples from one texture with no fuzz.
//-----------------------------------------------------------------------------


float4x4 TotalMatrix;
float4 VectorFromObject; // y=pixel_height (1 / viewport_height), z=blur factor 
float4 TextureFactor; // object rgba
float4 VectorFromShader;


texture g_Texture0;

sampler2D g_Sampler0 =
sampler_state {
    Texture = <g_Texture0>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};


float4 PostProcessPS(float4 diffuse : COLOR0, float2 tex : TEXCOORD0) : COLOR0 {
    float4 c = tex2D(g_Sampler0, tex);
    return float4(c.x,c.y,c.z,1); // RGBA
}


technique PostProcess {
    pass p0 {
        VertexShader = null;
        PixelShader = compile ps_2_0 PostProcessPS();
    }
}























