sampler s0 : register(s0); float4 p0 : register(c0); #define width (p0[0]) #define height (p0[1]) #define PI acos(-1) float4 main(float2 tex : TEXCOORD0) : COLOR { float dx = 1/width; float dy = 1/height; float4 c0 = tex2D(s0, tex); c0 = (c0-float4(16/255,16/255,16/255,16/255))*float4(255/219,255/219,255/219,255/219); return c0; }