   gaussian blur working but I want mutiple pass with SrcBlend DestBlend
  Hi,I got the following error atSrcBlend = uno;DestBlend = uno;error X3005: 'uno': identifier represents a pass, not a variablethanks!#define NUM_INNER_TAPS 8#define NUM_OUTER_TAPS 8#define NUM 13float2 gTexelOffset[6] ={{ 1, 2 },{ 3, 4 },{ 5, 6 },{ 7, 8 },{ 9, 10 },{ 11, 12 },};static const float gTexelWeight[NUM] ={0.002216,0.008764,0.026995,0.064759,0.120985,0.176033,0.199471,0.176033,0.120985,0.064759,0.026995,0.008764,0.002216,};static const float gTexelWeight2[NUM] ={0.001216,0.007764,0.015995,0.054759,0.020985,0.076033,0.099471,0.096033,0.010985,0.054759,0.016995,0.007764,0.001216,};texture diffuseMap :  DiffuseMap<string name = "default_color.dds";string UIName = "Diffuse Texture";string texturetype  = "2D";>;sampler2D linearImageSampler = sampler_state {Texture = <diffuseMap>;MinFilter = Linear;MagFilter = Linear;MipFilter = Linear;AddressU = Wrap;AddressV = Wrap;};sampler2D nearestImageSampler = sampler_state {Texture = <diffuseMap>;MinFilter = Point;MagFilter = Point;MipFilter = Point;AddressU = Wrap;AddressV = Wrap;};/***********************************************//*** automatically-tracked "tweakables" ********//***********************************************/float4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;/****************************************************//********** SHADER STRUCTS **************************//****************************************************/// input from application struct app2vertex{ float4 position: POSITION;float2 texCoord0: TEXCOORD0;}; // output to pixel shader struct vertex2pixel{float4 position    : POSITION;float2 texCoord0: TEXCOORD0;}; /**************************************//***** VERTEX SHADER ******************//**************************************/vertex2pixel vertex(app2vertex In) { vertex2pixel Out = (vertex2pixel)0;Out.position = mul(In.position, wvp);// transform vert position to homogeneous clip spaceOut.texCoord0 = In.texCoord0;return Out; } float4 p(vertex2pixel In) : COLOR{float4 C = tex2D(linearImageSampler, In.texCoord0);return C;}   float4 hlsl_gaussian (vertex2pixel In ) : COLOR{float4 accum,ColorF[NUM]; float2 Color[NUM];Color[0] = In.texCoord0;Color[1] = In.texCoord0 * gTexelOffset[0];Color[2] = In.texCoord0 * -gTexelOffset[0];Color[3] = In.texCoord0 * gTexelOffset[1];Color[4] = In.texCoord0 * -gTexelOffset[1];Color[5] = In.texCoord0 * gTexelOffset[2];Color[6] = In.texCoord0 * -gTexelOffset[2];Color[7] = In.texCoord0 * gTexelOffset[3];Color[8] = In.texCoord0 * -gTexelOffset[3];Color[9] = In.texCoord0 * gTexelOffset[4];Color[10] = In.texCoord0 * -gTexelOffset[4];Color[11] = In.texCoord0 * gTexelOffset[5];Color[12] = In.texCoord0 * -gTexelOffset[5];ColorF[0] = tex2D(nearestImageSampler, Color[0]);accum = ColorF[0] * gTexelWeight[0];for (int i=1; i<NUM; i++) {ColorF = tex2D (linearImageSampler, Color);accum += ColorF * gTexelWeight;}return accum;}float4 hlsl_gaussian2 (vertex2pixel In ) : COLOR{float4 accum,ColorF[NUM]; float2 Color[NUM];Color[0] = In.texCoord0;Color[1] = In.texCoord0 * gTexelOffset[0];Color[2] = In.texCoord0 * -gTexelOffset[0];Color[3] = In.texCoord0 * gTexelOffset[1];Color[4] = In.texCoord0 * -gTexelOffset[1];Color[5] = In.texCoord0 * gTexelOffset[2];Color[6] = In.texCoord0 * -gTexelOffset[2];Color[7] = In.texCoord0 * gTexelOffset[3];Color[8] = In.texCoord0 * -gTexelOffset[3];Color[9] = In.texCoord0 * gTexelOffset[4];Color[10] = In.texCoord0 * -gTexelOffset[4];Color[11] = In.texCoord0 * gTexelOffset[5];Color[12] = In.texCoord0 * -gTexelOffset[5];ColorF[0] = tex2D(nearestImageSampler, Color[0]);accum = ColorF[0] * gTexelWeight2[0];for (int i=1; i<NUM; i++) {ColorF = tex2D (linearImageSampler, Color);accum += ColorF * gTexelWeight2;}return accum;}/****************************************************//********** TECHNIQUES ******************************//****************************************************/technique Standard{pass one{VertexShader = compile vs_1_1 vertex();//here we call the vertex shader function and tell it we want to use VS 1.1 as the profileZEnable = true;//this enables sorting based on the Z bufferZWriteEnable = true;//this writes the depth value to the Z buffer so other objects will sort correctly this this oneCullMode = CW;//this enables backface culling.  CW stands for clockwise.  You can change it to CCW, or none if you want.AlphaBlendEnable = false;//This disables transparency.  If you make it true, the alpha value of the final pixel shader color will determine how transparent the surface is.PixelShader = compile ps_2_0 p();//here we call the pixel shader function and tell it we want to use the PS 2.0 profile    }}technique Blur1{pass one{VertexShader = compile vs_1_1 vertex();//here we call the vertex shader function and tell it we want to use VS 1.1 as the profileZEnable = true;//this enables sorting based on the Z bufferZWriteEnable = true;//this writes the depth value to the Z buffer so other objects will sort correctly this this oneCullMode = CW;//this enables backface culling.  CW stands for clockwise.  You can change it to CCW, or none if you want.AlphaBlendEnable = false;//This disables transparency.  If you make it true, the alpha value of the final pixel shader color will determine how transparent the surface is.PixelShader = compile ps_2_0 hlsl_gaussian();//here we call the pixel shader function and tell it we want to use the PS 2.0 profile    }}technique Blur2{pass uno    {VertexShader = compile vs_1_1 vertex();//here we call the vertex shader function and tell it we want to use VS 1.1 as the profileZEnable = true;//this enables sorting based on the Z bufferZWriteEnable = true;//this writes the depth value to the Z buffer so other objects will sort correctly this this oneCullMode = CW;//this enables backface culling.  CW stands for clockwise.  You can change it to CCW, or none if you want.AlphaBlendEnable = false;PixelShader = compile ps_2_0 hlsl_gaussian2();    }    pass dos{VertexShader = compile vs_1_1 vertex();//here we call the vertex shader function and tell it we want to use VS 1.1 as the profileZEnable = true;//this enables sorting based on the Z bufferZWriteEnable = false;//this writes the depth value to the Z buffer so other objects will sort correctly this this oneCullMode = CW;//this enables backface culling.  CW stands for clockwise.  You can change it to CCW, or none if you want.AlphaBlendEnable = false;SrcBlend = uno;DestBlend = uno;PixelShader = compile ps_2_0 hlsl_gaussian();    }}
  "uno" isn't a valid value. I'm guessing you want "ONE" instead? The documentation here describes effect states in more detail.Also, please use "source" or "code" tags when posting source code. See the FAQ.   