sampler s0 : register(s0); float4 Params1 : register(c0); #define ZrH (Params1.xy) #define hH (Params1.z) float4 ps_main0(float2 tex : TEXCOORD0) : COLOR { clip(frac(tex.y * hH) - 0.5); return tex2D(s0, tex); } float4 ps_main1(float2 tex : TEXCOORD0) : COLOR { clip(0.5 - frac(tex.y * hH)); return tex2D(s0, tex); } float4 ps_main2(float2 tex : TEXCOORD0) : COLOR { float4 c0 = tex2D(s0, tex - ZrH); float4 c1 = tex2D(s0, tex); float4 c2 = tex2D(s0, tex + ZrH); return (c0 + c1 * 2 + c2) / 4; } float4 ps_main3(float2 tex : TEXCOORD0) : COLOR { return tex2D(s0, tex); }