vector LightStrength	: register(c0);

sampler BaseTex			: register(s0);

struct PS_INPUT
{
vector Texture	: TEXCOORD0;
};

struct PS_OUTPUT
{
vector diffuse	: COLOR0;
};

PS_OUTPUT SplashPixelShader(PS_INPUT input)
{
PS_OUTPUT output = (PS_OUTPUT)0;

vector Color = tex2D(BaseTex, input.Texture);

float Light = saturate((Color.y - LightStrength.x) * 150.0f);

vector Orange = { 1.0f, 0.5f, 0.0f, 0.0f };

output.diffuse = Color.x * Light * Orange;

return output;
}
