// Sharpen_5x5=ps_3_0
// http://www.homecinema-fr.com/forum/viewtopic.php?t=29814317 

sampler s0 : register(s0); 

float4 p0 : register(c0); 
float4 p1 : register(c1); 

#define width (p0[0]) 
#define height (p0[1]) 
#define counter (p0[2]) 
#define clock (p0[3]) 
#define one_over_width (p1[0]) 
#define one_over_height (p1[1]) 

#define PI acos(-1) 

#define x 0.8 

float4 main(float2 tex : TEXCOORD0) : COLOR 
{ 
   float dx = one_over_width * x;
   float dy = one_over_height * x;

   float dx2 = one_over_width * 2; 
   float dy2 = one_over_height * 2; 

   float4 coef = float4( 0.025, 0.05, 0.1, 2.0 ); 

   float4 c0 = tex2D( s0, tex ) * coef[3]; 

   float4 c1 =  tex2D( s0, tex + float2( -dx2 , -dy2 ) ) * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( -dx , -dy2 ) ) * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( 0 , -dy2 ) ) * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( dx , -dy2 ) ) * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( dx2 , -dy2 ) ) * coef[0]; 

   c1 +=  tex2D( s0, tex + float2( -dx2 , -dy ) )  * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( -dx , -dy ) ) * coef[1] ; 
   c1 +=  tex2D( s0, tex + float2( 0 , -dy ) ) * coef[2] ; 
   c1 +=  tex2D( s0, tex + float2( dx , -dy ) ) * coef[1] ; 
   c1 +=  tex2D( s0, tex + float2( dx2 , -dy ) )  * coef[0]; 

   c1 +=  tex2D( s0, tex + float2( -dx2 , 0 ) )  * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( -dx , 0 ) ) * coef[2] ; 
   c1 +=  tex2D( s0, tex + float2( dx , 0 ) ) * coef[2] ; 
   c1 +=  tex2D( s0, tex + float2( dx2 , 0 ) )  * coef[0]; 

   c1 +=  tex2D( s0, tex + float2( -dx2 , dy ) )  * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( -dx , dy ) ) * coef[1] ; 
   c1 +=  tex2D( s0, tex + float2( 0 , dy ) ) * coef[2] ; 
   c1 +=  tex2D( s0, tex + float2( dx , dy ) ) * coef[1] ; 
   c1 +=  tex2D( s0, tex + float2( dx2 , dy ) )  * coef[0]; 

   c1 +=  tex2D( s0, tex + float2( -dx2 , dy2 ) ) * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( -dx , dy2 ) ) * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( 0 , dy2 ) ) * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( dx , dy2 ) ) * coef[0]; 
   c1 +=  tex2D( s0, tex + float2( dx2 , dy2 ) ) * coef[0]; 

   c0 -= c1; 

   return c0; 
} 