uniform samplerRECT samp0 : register(s0); void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0) { float4 c0 = texRECT(samp0, uv0).rgba; float grey = ((0.2 * c0.r) + (0.7 * c0.g) + (0.1 * c0.b))*0.7; if (grey > 0.7){ ; } else if (grey > 0.55){ grey = grey*1.5; } else if (grey > 0.4){ grey = grey*2; } else if (grey > 0.3){ grey = grey*2.5; } else if (grey > 0.2){ grey = grey*3; } else if (grey > 0.1){ grey = grey*3.5; } else{ grey = grey*4; } ocol0 = float4(0, grey, 0, 1.0); }