//creates dark lines over the screen

float4 vecViewPort; 
float4 vecTime;	
float4 vecSkill1;	

Texture TargetMap;
sampler2D smpSource = sampler_state { texture = <TargetMap>; };


float4 mainPS( float2 Tex : TEXCOORD0 ) : COLOR0 
{
	float4 Color = tex2D( smpSource, Tex.xy);
	Color *= 0.75 + 0.25*sin((Tex.y/vecViewPort.w-vecTime.w*vecSkill1.y)*vecSkill1.x);
	return Color;
}

technique fx1 
{ 
	pass p1 
	{ 
		PixelShader = compile ps_2_0 mainPS(); 
	} 	
}