//================================================================
//ݒl
//Texture
sampler sampler0_ : register(s0);

const float SCREEN_WIDTH = 640;
const float SCREEN_HEIGHT = 480;

texture textureMask_;
sampler samplerMask_ = sampler_state
{ 
	Texture = <textureMask_>;
};

//--------------------------------
float y_;	// GtFNgIʒu

//================================================================
//--------------------------------
//sNZVF[_͒l
struct PS_INPUT
{
	float4 diffuse : COLOR0;  //fBt[YF
	float2 texCoord : TEXCOORD0; //eNX`W
	float2 vPos : VPOS; //`W
};

//--------------------------------
//sNZVF[_o͒l
struct PS_OUTPUT
{
    float4 color : COLOR0; //o͐F
};


//================================================================
// VF[_
//--------------------------------
//sNZVF[_
PS_OUTPUT PsLesstone( PS_INPUT In ) : COLOR0
{
	PS_OUTPUT Out;

	//eNX`̐F
	float4 colorTexture = tex2D(sampler0_, In.texCoord);

	//_fBt[YF
	float4 colorDiffuse = In.diffuse;

	//
	float4 color = colorTexture * colorDiffuse;
	Out.color = color;

	if(color.a > 0)
	{
		//--------------------------------
		//}XNp̃eNX`F擾
		float2 maskUV  = float2(In.vPos.x/SCREEN_WIDTH+y_*2.0f, (In.vPos.y/SCREEN_HEIGHT+2.0f-y_*2.0f)/3.0f);
		float2 maskUV2 = float2(In.vPos.x/SCREEN_WIDTH-y_*2.0f, (In.vPos.y/SCREEN_HEIGHT+2.0f-y_*2.0f)/3.0f);

		//`悩}XNpeNX`̈ʒuvZ
		float4 colorMask = max(tex2D(samplerMask_, maskUV), tex2D(samplerMask_, maskUV2));
		float4 power = ( colorMask.r + colorMask.g + colorMask.b ) * 0.3333f;

		Out.color.rgb = ((color.r*0.3f + color.g*0.7f) * power + color.rgb * (1.0f-power));
		Out.color.g *= (1.0f-power*0.3f);
		Out.color.b *= (1.0f-power*0.5f);
	}

	return Out;
}


//================================================================
//--------------------------------
//technique
technique TecLesstone
{
	pass P0
	{
		PixelShader = compile ps_3_0 PsLesstone();
	}
}

