/* Default Vertex shader */ void main_vertex ( float4 position : POSITION, float4 color : COLOR, float2 texCoord : TEXCOORD0, uniform float4x4 modelViewProj, out float4 oPosition : POSITION, out float4 oColor : COLOR, out float2 otexCoord : TEXCOORD ) { oPosition = mul(modelViewProj, position); oColor = color; otexCoord = texCoord; } struct output { float4 color : COLOR; }; output main_fragment( in float2 Tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0 ) { float4 Color = tex2D( s0, Tex.xy ); float Sharpenfactor = 30; //Make this between 10 and 50; Color -= tex2D( s0, Tex.xy+0.0001)*Sharpenfactor; Color += tex2D( s0, Tex.xy-0.0001)*Sharpenfactor; Color.a = 1.0; output OUT; OUT.color = Color; return OUT; }