// Denoise=ps_3_0

sampler s0 : register(s0);
float4 p0 : register(c0);

#define width (p0[0])
#define height (p0[1])

#define val0 (1.0)
#define val1 (0.125) 

#define effect_width (0.1)

float4 main(float2 tex : TEXCOORD0) : COLOR
{	
	float dx = 0.0f;
	float dy = 0.0f;
 	float fTap = effect_width;

	float4 cAccum = tex2D(s0, tex) * val0;

	for ( int iDx = 0 ; iDx < 16; ++iDx )
	{
		dx = fTap / width; 
	    dy = fTap / height; 

		cAccum += tex2D(s0, tex + float2(-dx,-dy)) * val1;
		cAccum += tex2D(s0, tex + float2(0,-dy)) * val1;
		cAccum += tex2D(s0, tex + float2(-dx,0)) * val1;
		cAccum += tex2D(s0, tex + float2(dx,0)) * val1;
		cAccum += tex2D(s0, tex + float2(0,dy)) * val1;
		cAccum += tex2D(s0, tex + float2(dx,dy)) * val1;
		cAccum += tex2D(s0, tex + float2(-dx,+dy)) * val1;
		cAccum += tex2D(s0, tex + float2(+dx,-dy)) * val1;
   
		fTap  += 0.1f;
	}
	
	return(cAccum/16.0f);
}