void black2alpha_ps( //in float2 uv: TEXCOORD0, uniform sampler2D texture, //out out float4 oColor : COLOR ) { oColor = tex2D(texture, uv); oColor.a = oColor.r; //if (oColor.r < 0.5) oColor.r = oColor.r*2; //if (oColor.b < 0.5) oColor.r = oColor.b*2; oColor.b = oColor.b*2; if (oColor.r > 0.0 && oColor.r < .05) { oColor.r = 0.6; oColor.b = 0.1; oColor.g = 0.8; } }