
texture g_txSrcColor;
sampler2D g_samSrcColor;

float4 Down( float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 Color = 0;
    Color = (tex2D( g_samSrcColor, Tex)-(Tex.y/10))*(2-Tex.y*5);
    Color.a = 1.0f;
    return Color;
}


technique PostProcess
{
    pass p1
    {
        VertexShader = null;
        PixelShader = compile ps_2_0 Down();
        ZEnable = false;
    }

}