; }; float3 LightColor = { 1.0, 0.7, 0.5 }; float3 DarkColor = { 0.2, 0.05, 0.0 }; float4 DiffColorPass(in float2 Tex : TEXCOORD0) : COLOR0 { vec.x = 0.5; vec.y = 1.0; float3 scnColor = LightColor * tex2D(s0, Tex).xyz; float3 grayXfer = float3(0.3, 0.59, 0.11); float gray = dot(grayXfer, scnColor); float3 muted = lerp(scnColor, gray.xxx, vec.x); float3 sepia = lerp(DarkColor, LightColor, gray); float3 result = lerp(muted, sepia, vec.y); return float4(result, 1); } Technique T0 { pass p0 { PixelShader = compile ps_2_0 DiffColorPass(); } } ]]>