; XBOX PIXEL SHADER: Black and white, in one instruction!
ps.1.1

; luminance value is stored in 'a' component of t0 (framebuffer).
tex t0

; grab pixel from t0 by referencing 'a' as 'u' coordinate
texreg2ar  t1, t0

mov r0.rgb, t1 ; dstcolor = CLUT[luminance]

+mul r0.a, c0.a, t1.a

