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);
c0.rgb = c0.rgb + 0.0625 * sin((c0.rgb - 0.5) * PI / 0.5);
return c0;
}