#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; // base float2 tc1 : TEXCOORD1; // base float2 tc2 : TEXCOORD2; // base float2 tc3 : TEXCOORD3; // base }; uniform sampler2D s_base0; uniform sampler2D s_base1; uniform sampler2D s_base2; uniform sampler2D s_base3; // Pixel float4 main(v2p I) : COLOR { float4 t_0 = tex2D(s_base0, I.tc0); float4 t_1 = tex2D(s_base1, I.tc1); float4 t_2 = tex2D(s_base2, I.tc2); float4 t_3 = tex2D(s_base3, I.tc3); // out return ((t_0 + t_1) * 0.5f + (t_2 + t_3) * 0.5f) * 0.5f; }