uniform samplerRECT samp0 : register(s0); inline float bound(float color) { if (color < 0.35) { if (color < 0.25) { return color; } return 0.5; } return 1.0; } void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0) { float4 c0 = texRECT(samp0, uv0 + float2(0,0)).rgba; ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a); }