
texture g_txSrcColor;
sampler2D g_samSrcColor;

float rnum=1;

float sinslow=0.01;
float timeraslow=0;
float waterline=0.6;

float4 Down( float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 Color;
        
    if (Tex.y>waterline)
    {
    	Color = tex2D(g_samSrcColor, Tex); 
   	
    	Tex.y = (waterline - ((Tex.y-waterline)*1.1f));
    				  				
    	Color = Color * 3.0f * tex2D(g_samSrcColor, Tex); 	      
    	//Color = Color / 2.0f;
        
        Color.rgb = Color.rgb + ((Tex.y-waterline)*1.6f); // dark gradient

    	Color.b = Color.b + 0.05f;
   		Color.g = Color.g + 0.03f;
   		Color.r = Color.r + 0.00f;
   		Color = Color * 1.1f;
   		
    }
    else
    {
    	 Color = tex2D( g_samSrcColor, Tex.xy);
    	
   	}
   	
  // 	Color = Color + 0.1; // gives foggy feel
	//Color.a = 1.0f;
	
   

    return Color;
}


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

}