Okay this is not a real shader but I think this is okay...
Code:
MATERIAL* shadeall={
	effect="
		sampler2D g_samSrcColor;
		
		float4 MyShader( float2 Tex : TEXCOORD0 ) : COLOR0
		{
		   float4 Color;
		   float4 Color2;
		   Color2 = tex2D(g_samSrcColor, Tex.xy);
			if (Color2.r > 0.7f && Color2.g < 0.4f && Color2.b < 0.4f)
			{
				Color = tex2D(g_samSrcColor, Tex.xy);
			}
			else
			{
				Color.a = 1.0f;
				Color = tex2D( g_samSrcColor, Tex.xy);
				Color.rgb = (Color.r+Color.g+Color.b)/3.0f;
				Color.rgb -=0.1f;
			}
		   return Color;
		}
		
		
		technique PostProcess
		{
		    pass p1
		    {
		        VertexShader = null;
		        PixelShader = compile ps_2_0 MyShader();
		    }
		
		}

	";
}

//and in the main:
void main()
{
//...
camera.material = shadeall;