sampler2D Tex0; sampler2D bkd : register(s1); float fBlend = 0.5; float4 MyShader(float2 Tex : TEXCOORD0 ) : COLOR0 { float4 Color = tex2D(Tex0, Tex.xy); float4 alpha = float4(Color.rgb, smoothstep(fBlend - 0.01,fBlend + 0.01,Color.a)); //Simple anti-aliasing blend value float4 col = float4(0.0, 0.5, 1.0, 1.0); float4 shadowtexel = tex2D(Tex0, Tex.xy + float2(-0.013, 0.025)); float4 shadow = float4(smoothstep(0.5, 0.28, shadowtexel).rgb, 1.0); float4 FragColor = alpha; return FragColor; } technique PostProcess { pass p1 { VertexShader = null; PixelShader = compile ps_2_0 MyShader(); } }