
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;
        
    Color = tex2D( g_samSrcColor, Tex );



   // Color.g += Color.r + Color.g + Color.b;   
   // Color.g /= 3.0;

//    Color.g -= 0.2;
    Color.g *= 2.5;

	
//    Color.r = 0.0f;
 //   Color.b = 0.0f;
   

    return Color;
}


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

}