// Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; float fCoeff; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; Out.Color = tex2D(Tex0, In.Texture); float4 f4 = Out.Color * float4(0.0f, 2.0f, 0.0f, 1.0f); Out.Color.rgb = f4; float f = (Out.Color.r+Out.Color.g+Out.Color.b); Out.Color.rgb = f*fCoeff+Out.Color.rgb; return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_2_0 ps_main(); } }