// The vertex shader for the motion blur post screen shader
vs.1.1

// Pass the screen space position to the pixel shader
mov oPos, v0
// The first texture coordinate just gets passed on, but r0.z has to contain 1
mov r0, v7
mov r0.z, c0.w
mov oT0, r0
// Texture coordinate i has to contain the first texture coordinate set 
// multiplied by the screen space transformation matrix three times.
m3x3 r1, r0, c0
mov oT1, r1
m3x3 r2, r1, c0
mov oT2, r2
m3x3 r3, r2, c0
mov oT3, r3
m3x3 r4, r3, c0
mov oT4, r4
m3x3 r5, r4, c0
mov oT5, r5
