texture lastshader;
texture thisframe;

sampler s0 = sampler_state { texture = <thisframe>; AddressU=Clamp; AddressV=Clamp;  };

float2 rcpres;

float numBlocks = 75;

float4 cubism(in float2  uv : TEXCOORD ) : COLOR0
{
	
	float4 finalColor = 1;
	finalColor.rb = uv.xy;
	return finalColor;
}

Technique T0
{
	Pass cubify
	{
		PixelShader = compile ps_2_0 cubism();
	}
}
