
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 += tex2D(g_samSrcColor, float2(Tex.x, Tex.y)); 
    	
    	
    	Color = Color / 2;
    	
    	//Color += (waterline-Tex.y)*2;
       		
    }
    else
    {
    	Color = tex2D( g_samSrcColor, Tex.xy);    	
   	}
   	
 


   	 Color.a = 1.0f;
	
   

    return Color;
}


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

}