uniform samplerRECT samp0 : register(s0);

void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
  float4 c0 = texRECT(samp0, uv0).rgba;
  float grey = ((0.2 * c0.r) + (0.7 * c0.g) + (0.1 * c0.b))*0.7;
  if (grey > 0.7){
    ;
  }
  else if (grey > 0.55){
    grey = grey*1.5;
  }
  else if (grey > 0.4){
    grey = grey*2;
  }
  else if (grey > 0.3){
    grey = grey*2.5;
  }
  else if (grey > 0.2){
    grey = grey*3;
  }
  else if (grey > 0.1){
    grey = grey*3.5;
  }
  else{
    grey = grey*4;
  }
  ocol0 = float4(0, grey, 0, 1.0);
}