#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; // base float4 c : COLOR0; // diffuse }; // Pixel uniform sampler s_distort; float4 main(v2p I) : COLOR { float4 distort = tex2D(s_distort, I.tc0); float factor = distort.a * dot(I.c.rgb, 0.33f); return float4(distort.rgb, factor); }