
texture g_txSrcColor;
sampler2D g_samSrcColor;

float rnum=1;

float waterline=0.6;

float4 Down( float2 Tex : TEXCOORD0 ) : COLOR0
{
    float4 Color = 0;
    
    if (Tex.y>waterline)
    {
    	Tex.y = (waterline - ((Tex.y-waterline)*1.1f));
    				  				
    	Color = tex2D(g_samSrcColor, Tex); 	      
   		Color = Color * 1.1f;
   		Color.g -= 0.05f;
   		Color.r -= 0.15f;
   		Color = Color * 0.7f;
   		
    }
    else
    {
    	 Color = tex2D( g_samSrcColor, Tex.xy);
    	
   	}
    
  //  Color = Color * 0.7f;
    Color.a = 1.0f;
    
    return Color;
}


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

}