shader samplePixelShader = 
"!!ARBfp1.0
TEMP Temp;
TEX result.color, fragment.texcoord[0], texture[0], 2D;
END";
shader gaussianXPixelShader = 
"!!ARBfp1.0
PARAM Offset[11]={ program.local[0..10] };
PARAM Weight[3]=
{
	{ 0.182008, 0.116053, 0.073999, 0.047184 },
	{ 0.030086, 0.019183, 0.012232, 0.007799 },
	{ 0.004973, 0.003171, 0.002022, 0.001289 }
};
TEMP s0, r0, r1, r2, r3, r4, r5, r6, r7, r8, r9, r10;
ADD r0,  -Offset[10], fragment.texcoord[0];
ADD r1,  -Offset[ 9], fragment.texcoord[0];
ADD r2,  -Offset[ 8], fragment.texcoord[0];
ADD r3,  -Offset[ 7], fragment.texcoord[0];
ADD r4,  -Offset[ 6], fragment.texcoord[0];
ADD r5,  -Offset[ 5], fragment.texcoord[0];
ADD r6,  -Offset[ 4], fragment.texcoord[0];
ADD r7,  -Offset[ 3], fragment.texcoord[0];
ADD r8,  -Offset[ 2], fragment.texcoord[0];
ADD r9,  -Offset[ 1], fragment.texcoord[0];
ADD r10, -Offset[ 0], fragment.texcoord[0];
MOV s0, fragment.texcoord[0];
TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;
TEX s0,  s0,  texture[0], 2D;
MUL s0, s0,  Weight[0].x;
MAD s0, r0,  Weight[2].w, s0;
MAD s0, r1,  Weight[2].z, s0;
MAD s0, r2,  Weight[2].y, s0;
MAD s0, r3,  Weight[2].x, s0;
MAD s0, r4,  Weight[1].w, s0;
MAD s0, r5,  Weight[1].z, s0;
MAD s0, r6,  Weight[1].y, s0;
MAD s0, r7,  Weight[1].x, s0;
MAD s0, r8,  Weight[0].w, s0;
MAD s0, r9,  Weight[0].z, s0;
MAD s0, r10, Weight[0].y, s0;
ADD r0,  Offset[ 0], fragment.texcoord[0];
ADD r1,  Offset[ 1], fragment.texcoord[0];
ADD r2,  Offset[ 2], fragment.texcoord[0];
ADD r3,  Offset[ 3], fragment.texcoord[0];
ADD r4,  Offset[ 4], fragment.texcoord[0];
ADD r5,  Offset[ 5], fragment.texcoord[0];
ADD r6,  Offset[ 6], fragment.texcoord[0];
ADD r7,  Offset[ 7], fragment.texcoord[0];
ADD r8,  Offset[ 8], fragment.texcoord[0];
ADD r9,  Offset[ 9], fragment.texcoord[0];
ADD r10, Offset[10], fragment.texcoord[0];
TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;
MAD s0, r0,  Weight[0].y, s0;
MAD s0, r1,  Weight[0].z, s0;
MAD s0, r2,  Weight[0].w, s0;
MAD s0, r3,  Weight[1].x, s0;
MAD s0, r4,  Weight[1].y, s0;
MAD s0, r5,  Weight[1].z, s0;
MAD s0, r6,  Weight[1].w, s0;
MAD s0, r7,  Weight[2].x, s0;
MAD s0, r8,  Weight[2].y, s0;
MAD s0, r9,  Weight[2].z, s0;
MAD s0, r10, Weight[2].w, s0;
MOV result.color, s0;
END";
shader gaussianYPixelShader = 
"!!ARBfp1.0
PARAM Offset[11]={ program.local[0..10] };
PARAM Weight[3]=
{
	{ 0.182008, 0.116053, 0.073999, 0.047184 },
	{ 0.030086, 0.019183, 0.012232, 0.007799 },
	{ 0.004973, 0.003171, 0.002022, 0.001289 }
};
TEMP s0, r0, r1, r2, r3, r4, r5, r6, r7, r8, r9, r10;
ADD r0,  -Offset[10], fragment.texcoord[0];
ADD r1,  -Offset[ 9], fragment.texcoord[0];
ADD r2,  -Offset[ 8], fragment.texcoord[0];
ADD r3,  -Offset[ 7], fragment.texcoord[0];
ADD r4,  -Offset[ 6], fragment.texcoord[0];
ADD r5,  -Offset[ 5], fragment.texcoord[0];
ADD r6,  -Offset[ 4], fragment.texcoord[0];
ADD r7,  -Offset[ 3], fragment.texcoord[0];
ADD r8,  -Offset[ 2], fragment.texcoord[0];
ADD r9,  -Offset[ 1], fragment.texcoord[0];
ADD r10, -Offset[ 0], fragment.texcoord[0];
MOV s0, fragment.texcoord[0];
TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;
TEX s0,  s0,  texture[0], 2D;
MUL s0, s0,  Weight[0].x;
MAD s0, r0,  Weight[2].w, s0;
MAD s0, r1,  Weight[2].z, s0;
MAD s0, r2,  Weight[2].y, s0;
MAD s0, r3,  Weight[2].x, s0;
MAD s0, r4,  Weight[1].w, s0;
MAD s0, r5,  Weight[1].z, s0;
MAD s0, r6,  Weight[1].y, s0;
MAD s0, r7,  Weight[1].x, s0;
MAD s0, r8,  Weight[0].w, s0;
MAD s0, r9,  Weight[0].z, s0;
MAD s0, r10, Weight[0].y, s0;
ADD r0,  Offset[ 0], fragment.texcoord[0];
ADD r1,  Offset[ 1], fragment.texcoord[0];
ADD r2,  Offset[ 2], fragment.texcoord[0];
ADD r3,  Offset[ 3], fragment.texcoord[0];
ADD r4,  Offset[ 4], fragment.texcoord[0];
ADD r5,  Offset[ 5], fragment.texcoord[0];
ADD r6,  Offset[ 6], fragment.texcoord[0];
ADD r7,  Offset[ 7], fragment.texcoord[0];
ADD r8,  Offset[ 8], fragment.texcoord[0];
ADD r9,  Offset[ 9], fragment.texcoord[0];
ADD r10, Offset[10], fragment.texcoord[0];
TEX r0,  r0,  texture[0], 2D;
TEX r1,  r1,  texture[0], 2D;
TEX r2,  r2,  texture[0], 2D;
TEX r3,  r3,  texture[0], 2D;
TEX r4,  r4,  texture[0], 2D;
TEX r5,  r5,  texture[0], 2D;
TEX r6,  r6,  texture[0], 2D;
TEX r7,  r7,  texture[0], 2D;
TEX r8,  r8,  texture[0], 2D;
TEX r9,  r9,  texture[0], 2D;
TEX r10, r10, texture[0], 2D;
MAD s0, r0,  Weight[0].y, s0;
MAD s0, r1,  Weight[0].z, s0;
MAD s0, r2,  Weight[0].w, s0;
MAD s0, r3,  Weight[1].x, s0;
MAD s0, r4,  Weight[1].y, s0;
MAD s0, r5,  Weight[1].z, s0;
MAD s0, r6,  Weight[1].w, s0;
MAD s0, r7,  Weight[2].x, s0;
MAD s0, r8,  Weight[2].y, s0;
MAD s0, r9,  Weight[2].z, s0;
MAD s0, r10, Weight[2].w, s0;
MOV result.color, s0;
END";
shader outputPixelShader = 
"!!ARBfp1.0
TEMP back, blur;
TEX blur, fragment.texcoord[0], texture[0], 2D;
TEX back, fragment.texcoord[0], texture[1], 2D;
ADD blur, blur, blur;
ADD result.color, back, blur;
END";
surface blur0 = allocsurf(width/4, height/4);
surface blur1 = allocsurf(width/4, height/4);
gaussianXPixelShader.constant[ 0] = { (4.0*ds_dx)* 1.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 1] = { (4.0*ds_dx)* 3.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 2] = { (4.0*ds_dx)* 5.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 3] = { (4.0*ds_dx)* 7.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 4] = { (4.0*ds_dx)* 9.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 5] = { (4.0*ds_dx)*11.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 6] = { (4.0*ds_dx)*13.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 7] = { (4.0*ds_dx)*15.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 8] = { (4.0*ds_dx)*17.45, 0, 0, 0 };
gaussianXPixelShader.constant[ 9] = { (4.0*ds_dx)*19.45, 0, 0, 0 };
gaussianXPixelShader.constant[10] = { (4.0*ds_dx)*21.45, 0, 0, 0 };
gaussianYPixelShader.constant[ 0] = { 0, (4.0*dt_dy)* 1.45, 0, 0 };
gaussianYPixelShader.constant[ 1] = { 0, (4.0*dt_dy)* 3.45, 0, 0 };
gaussianYPixelShader.constant[ 2] = { 0, (4.0*dt_dy)* 5.45, 0, 0 };
gaussianYPixelShader.constant[ 3] = { 0, (4.0*dt_dy)* 7.45, 0, 0 };
gaussianYPixelShader.constant[ 4] = { 0, (4.0*dt_dy)* 9.45, 0, 0 };
gaussianYPixelShader.constant[ 5] = { 0, (4.0*dt_dy)*11.45, 0, 0 };
gaussianYPixelShader.constant[ 6] = { 0, (4.0*dt_dy)*13.45, 0, 0 };
gaussianYPixelShader.constant[ 7] = { 0, (4.0*dt_dy)*15.45, 0, 0 };
gaussianYPixelShader.constant[ 8] = { 0, (4.0*dt_dy)*17.45, 0, 0 };
gaussianYPixelShader.constant[ 9] = { 0, (4.0*dt_dy)*19.45, 0, 0 };
gaussianYPixelShader.constant[10] = { 0, (4.0*dt_dy)*21.45, 0, 0 };
texture[0].magfilter = "linear";
texture[0].source = backbuffer;
destination blur0;
apply samplePixelShader;
texture[0].source = blur0;
destination blur1;
apply gaussianXPixelShader;
texture[0].source = blur1;
destination blur0;
apply gaussianYPixelShader;
texture[0].source =  blur0;
texture[1].source =  backbuffer;
destination backbuffer;
apply outputPixelShader;
What do I change to what?