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);
}

