// downsample float image by half #include "hdr.cg" half4 main(fragin In, uniform samplerRECT sceneTex : TEXUNIT0 ) : COLOR { // should calculate texcoords in vertex shader here: half4 c; c = texRECT(sceneTex, In.tex0.xy); c = c + texRECT(sceneTex, In.tex0.xy + float2(1, 0)); c = c + texRECT(sceneTex, In.tex0.xy + float2(0, 1)); c = c + texRECT(sceneTex, In.tex0.xy + float2(1, 1)); c = c * 0.25; return c; }