///Shader by Pashock_Razor
///PP_Illumination 
///.        .

/*HLSLSTART Illumination

texture screenTexture;

sampler screenTextureSampler = sampler_state
{
    Texture = <screenTexture>;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};

texture processedTexture;

sampler processedTextureSampler = 
sampler_state
{
   Texture = <processedTexture>;
   MinFilter = LINEAR;
   MagFilter = LINEAR;
   AddressU = Clamp;
   AddressV = Clamp;
};

float4 DefaultRender(in float2 textureUV : TEXCOORD0,in float4 t : COLOR) : COLOR 
{
float F=3.0f; // 
float4 IN = tex2D(processedTextureSampler,textureUV);
float4 Color = tex2D(screenTextureSampler,t*2)/F; 
return IN+Color;
}

technique PostProcessing
{
    pass p0
    {       
        PixelShader = compile ps_2_0 DefaultRender();
    }
}

HLSLEND*/


float Time = 0;
void Main()
{
   if (iInitializing())
   {
      iShaderSet(OBJ_0,"Illumination");
   }
   iShaderFloatSet(OBJ_0,"time",Time);
   Time += 0.08;
}
