sampler tex : register(s0);

// base + saturation <= 1.0
float alphabase = 0.0;
float graduation = 1.0;


float4 ImageGraduateAlphaY( float2 uv: TEXCOORD0, float4 color : COLOR0 ) : COLOR 
{
    float g = min(max(uv.y * graduation + alphabase, 0), 1);
	float4 texcolor = tex2D(tex, uv);
	
    return float4(texcolor.xyz, tex2D(tex, uv)[3] * g * color.a);
}

technique LauncherImage
{
    pass P0 {
        ColorWriteEnable = 7;
        PixelShader  = compile ps_2_0 ImageGraduateAlphaY();
    }
}

technique NoEffect
{
	pass P0 {
	}
} 
