// $MinimumShaderProfile: ps_4_0

Texture2D tex : register(t0);
SamplerState samp : register(s0);

#define const_1 ( 16.0 / 255.0)
#define const_2 (255.0 / 219.0)

float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target
{
	// original pixel
	float4 c0 = tex.Sample(samp, coord);

	return ((c0 - const_1) * const_2);
}
