texture TargetMap;
sampler COLOR_SAMPLER = sampler_state { Texture = <TargetMap>; MinFilter = Linear; MagFilter = Linear; MipFilter = None;};
float3 local_contrast(float3 color)
{
return color*color*(3-2*color);
}
void PS(
in float2 Tex : TEXCOORD0,
out float4 COL : COLOR0
)
{
COL.rgb=local_contrast(tex2D(COLOR_SAMPLER,Tex).rgb);
COL.a=1;
}
technique Shading
{
pass one
{
PixelShader = compile ps_2_0 PS();
}
}