sampler2D baseMap;

float2 velForce;
float velCoef;

struct PS_INPUT 
{
   float2 Texcoord : TEXCOORD0;
};

float4 ps_main( PS_INPUT Input ) : COLOR0
{
   float4 color = tex2D( baseMap, Input.Texcoord );
   velForce *= 10000.0 * velCoef * color.r;
   return float4(velForce, color.z,color.w*velCoef);
   return color;
}

technique spriteVelocity { 
    pass P0 { 
        PixelShader = compile ps_3_0 ps_main(); 
    } 
}