float4 main(uniform sampler2D Tex : register(s0),
				
				in float2 Tex0 : TEXCOORD0,
				in float4 VertCol : COLOR0) : COLOR0
{
	float4 ycocg = tex2D(Tex, Tex0);
	float Co = ycocg.x - ( 0.5 * 256.0 / 255.0 );
	float Cg = ycocg.y - ( 0.5 * 256.0 / 255.0 );
	float Y = ycocg.w;

	return float4(Y + Co - Cg, Y + Cg, Y - Co - Cg, 1.0f) * VertCol;
}