sampler2D gTextureSampler: register( s0 );

float gFactor;

float4 PixelShaderFunction( 
	float2 UV: TEXCOORD0,
	uniform sampler2D TextureSampler,
	uniform float Factor ) : COLOR0
{
	float3 c0 = tex2D( TextureSampler, UV ).rgb;
	
    return float4( c0 / Factor, 1.0 );
}

technique Technique1
{
    pass p0
    {
        PixelShader = compile ps_2_0 PixelShaderFunction(
			gTextureSampler,
			gFactor );
    }
}
