// 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; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; Out.Color = tex2D(Tex0, In.Texture); Out.Color.rgb = (Out.Color.r+Out.Color.g+Out.Color.b)/3; float4 f4 = Out.Color * float4(1.5f, 1.1f, 0.6f, 1.0f); //float f = f4.r + f4.g + f4.b; Out.Color.rgb = f4; return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_1_1 ps_main(); } }