Texture2D RT; Texture2D Sum; SamplerState g_samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; float4 Combine_fp_ps40 ( float4 posIn: SV_Position , float2 texCoord: TEXCOORD0, uniform float blur ) : SV_Target { float4 render = RT.Sample(g_samLinear, texCoord); float4 sum = Sum.Sample(g_samLinear, texCoord); return lerp(render, sum, blur); }