Texture TargetMap;
sampler2D srcColor = sampler_state { texture = <TargetMap>; MipFilter = Linear;	};

float4 vecViewPort;
float4 vecSkill1;

float4 postprocessing_blur( float2 Tex : TEXCOORD0 ) : COLOR0 
{
	float facBlur = vecSkill1.x/20.;
   float4 Color = tex2D( srcColor, Tex.xy);
	Color += tex2D( srcColor, Tex.xy+vecViewPort.zw*facBlur);
	Color += tex2D( srcColor, Tex.xy+vecViewPort.zw*facBlur*2);
	Color += tex2D( srcColor, Tex.xy+vecViewPort.zw*facBlur*3);
	return Color / 4;
}

technique PostProcess 
{
	pass p1 
	{
		AlphaBlendEnable = false;	
		VertexShader = null;
		PixelShader = compile ps_2_0 postprocessing_blur();
	}
}