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// µü´úÒ»´Î
fixed4 blur(sampler2D tex, float2 texSize, fixed2 uv, float spread = 1)
{
fixed2 step = 1 / texSize;
const fixed weight = 0.1111111;
fixed4 color = fixed4(0, 0, 0, 0);
color += tex2D(tex, uv + spread * fixed2(-step.x, step.y)) * weight;
color += tex2D(tex, uv + spread * fixed2(0, step.y)) * weight;
color += tex2D(tex, uv + spread * fixed2(step.x, step.y)) * weight;
color += tex2D(tex, uv + spread * fixed2(-step.x, 0)) * weight;
color += tex2D(tex, uv) * weight;
color += tex2D(tex, uv + spread * fixed2(step.x, 0)) * weight;
color += tex2D(tex, uv + spread * fixed2(-step.x, -step.y)) * weight;
color += tex2D(tex, uv + spread * fixed2(0, -step.y)) * weight;
color += tex2D(tex, uv + spread * fixed2(step.x, -step.y)) * weight;
return color;
}
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