HLSL's Tex2D for GLSL? I am trying to port a HLSL shader to GLSL. I'm just not quite sure how to convert this line outA Input.Color.a tex2D(s, Input.TexCoord.xy float2( 4.0 pxSz.x blurSize,0)).a 0.05 It's mostly the Tex2D I'm having trouble with. In GLSL, it seems to work differently. I'm porting a horizontal blur texture al tex sampler2D s sampler state texture lt al tex gt int tWidth int tHeight float blurSize 5.0 float4 ps main(VS OUTPUT Input) COLOR0 float2 pxSz float2(1.0 tWidth,1.0 tHeight) float4 outC 0 float outA 0 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2( 4.0 pxSz.x blurSize,0)).a 0.05 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2( 3.0 pxSz.x blurSize,0)).a 0.09 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2( 2.0 pxSz.x blurSize,0)).a 0.12 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2( pxSz.x blurSize,0)).a 0.15 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2(0,0)).a 0.16 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2(pxSz.x blurSize,0)).a 0.15 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2(2.0 pxSz.x blurSize,0)).a 0.12 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2(3.0 pxSz.x blurSize,0)).a 0.09 outA Input.Color.a tex2D(s, Input.TexCoord.xy float2(4.0 pxSz.x blurSize,0)).a 0.05 outC.a outA return outC Thanks