
 matrix WorldVP:WorldViewProjection; 

 texture screen 
    <
	string Name="";
    >;	
 sampler2D screen_sample=sampler_state 
    {
	Texture=<screen>;
   	ADDRESSU=CLAMP;
        ADDRESSV=CLAMP;
        ADDRESSW=CLAMP;
    };

 struct input
     {
 	float4 pos : POSITION ; 
 	float2 UV  : TEXCOORD ; 
     };
 struct output
     {
 	float4 opos    : POSITION  ;  
 	float2 uv      : TEXCOORD0 ;  
     };

 output vs(input IN) 
     {
 	output OUT;
 	OUT.opos=mul(IN.pos,WorldVP);
 	OUT.uv=IN.UV; 
 	return OUT;
    }

 float4 ps(output IN)  : COLOR
     {
 	float4 color=tex2D(screen_sample,IN.uv);
	color.xyz=pow(color.xyz,1);
	//color=exp(color);
	return color;	
     }
  
  technique qtone
      {
  	pass p1
      {		
  	vertexShader = compile vs_1_1 vs(); 
  	pixelShader  = compile ps_2_0 ps(); 	
      }
      }
