sampler sampler0_ : register(s0);

struct PS_INPUT{
	float4 diffuse : COLOR0;  
    float2 texCoord : TEXCOORD0; 	
};

struct PS_OUTPUT{
	float4 color : COLOR0;  
};

float seed;

PS_OUTPUT Brightner(PS_INPUT In){
	PS_OUTPUT Out;

	float2 texUV = In.texCoord;

	float4 color_Texture = tex2D(sampler0_,texUV);
	float4 color_Diffuse = In.diffuse;

	float4 color = color_Texture*color_Diffuse;
	color.rgb = (color.rgb/2+color.rgb/2*cos(radians(-texUV.y*300+300)))*2;
	
	Out.color = color;

	return Out;
};

technique Woo{
	pass PO{
		PixelShader = compile ps_3_0 Brightner();
	}
};