sampler2D source; float Brightness, Saturation; float4 ps_main(in float2 In : TEXCOORD0) : COLOR0 { float4 color = tex2D(source,In); float f = (color.r+color.g+color.b)/3; color.rgb = Brightness+f*(1.0f-Saturation)+color.rgb*Saturation; return color; } technique tech_main { pass P0 { PixelShader = compile ps_2_0 ps_main(); } }