// 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; float fOffset; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; Out.Color = tex2D(Tex0, In.Texture); fCoeff *= 1.001; if(fCoeff > 0) { Out.Color.r = int((Out.Color.r+fOffset)/fCoeff*255)/255*fCoeff; Out.Color.g = int((Out.Color.g+fOffset)/fCoeff*255)/255*fCoeff; Out.Color.b = int((Out.Color.b+fOffset)/fCoeff*255)/255*fCoeff; } return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_2_0 ps_main(); } }