This is from the DirectX PostProcess sample:
// what the hell is this ?
float2 TexelKernel[g_cKernelSize]
<
string ConvertPixelsToTexels = "PixelKernel";
>;
// pixel shader part
float4 Color = 0;
for(int i=0;i<g_cKernelSize;i++){
Color += tex2D( g_samSrcColor, Tex + TexelKernel.xy ) * BlurWeights;
}
I am pretty sure a texel is either:
texel=1/textureWidth;
or
texel=1/(textureWidth-1);
(which one ?)
...so is the TexelKernel x-values for a 5-sample filter simply:
TexelKernel[0].x= -2*texel;
TexelKernel[1].x= -1*texel;
TexelKernel[2].x= 0;
TexelKernel[3].x= 1*texel;
TexelKernel[4].x= 2*texel;
Thanks.