Bilinear Sobel Filtering in HLSL ================================ The Sobel filter requires you to sample 8 pixels around the center pixel. The filter is linear, so you can sample 8 pixels in 4 texture fetches by sampling in-between pixels. Source Code ----------- :: struct Sobel { float4 Ix; float4 Iy; }; Sobel GetSobel(sampler SampleImage, float2 Tex, float2 PixelSize) { Sobel Output; float4 A = tex2D(SampleImage, Tex + (float2(-0.5, +0.5) * PixelSize)); float4 B = tex2D(SampleImage, Tex + (float2(+0.5, +0.5) * PixelSize)); float4 C = tex2D(SampleImage, Tex + (float2(-0.5, -0.5) * PixelSize)); float4 D = tex2D(SampleImage, Tex + (float2(+0.5, -0.5) * PixelSize)); Output.Ix = (B + D) - (A + C); Output.Iy = (A + B) - (C + D); return Output; }