sampler s0 : register(s0);
float4 p0 : register(c0);
float4 p1 : register(c1);

#define width (p0[0])
#define height (p0[1])
#define counter (p0[2])
#define clock (p0[3])
#define one_over_width (p1[0])
#define one_over_height (p1[1])

#define PI acos(-1)

float4 main(float2 tex : TEXCOORD0) : COLOR
{
	float4 c0 = tex2D(s0, tex);
	float3 lightsrc = float3(sin(clock*PI/1.5)/2+0.5,cos(clock*PI)/2+0.5,1);
	float3 light = normalize(lightsrc - float3(tex.x,tex.y,0));
	c0 *= pow(dot(light, float3(0,0,1)), 50);
	
	return c0;
}
