// $MinimumShaderProfile: ps_4_0 Texture2D tex : register(t0); SamplerState samp : register(s0); #define const_1 ( 16.0 / 255.0) #define const_2 (219.0 / 255.0) float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { // original pixel float4 c0 = tex.Sample(samp, coord); return (c0 * const_2) + const_1; }