Texture TargetMap;
sampler2D g_samSrcColor = sampler_state { texture = <TargetMap>; MipFilter = Linear;	};

float4 vecSkill1;

float4 postprocessing_bias(float3 Tex : TEXCOORD0) : COLOR0 
{   
	float bias = vecSkill1.x/10.;
	float gradient = vecSkill1.y/25.;
	float g = bias * lerp(1.0,Tex.x,gradient);
	return tex2Dbias(g_samSrcColor,float4(Tex.xyz,g));
}

technique PostProcess 
{
	pass p1 
	{
		//AlphaBlendEnable = false;	
		PixelShader = compile ps_2_0 postprocessing_bias();
	}
}