texture tBase;

// TODO : remove shaders

sampler BaseSampler = sampler_state {
    Texture = <tBase>;    
    MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
//    MipFilter = Point; MinFilter = Point; MagFilter = Point;
};


struct SInput {
	float4 pos : POSITION;
        float2 tex : TEXCOORD0;
};

SInput RenderSceneVS( SInput i )
{
	return i; 
}


float4 RenderScenePS( SInput i ) : COLOR
{ 
	return tex2D( BaseSampler, i.tex );

/*	float4 t = tex2D( BaseSampler, i.tex );

	float4 col = 0;
	//col.rgb = t.g - t.r;
	//col.rgb = max( t.r - t.g, 0 );

	//col = 0;
	//col.rgb = t.g - t.r;
	//col.b = max( t.r - t.g, 0 );
	//col.b = max( t.r - t.g, 0 );
	float  f1 = t.r;
	float  f2 = t.g;
	float f3 = f2 - f1;
	//float f3 = max( f2, f1 ) - min( f2, f1 );
	col.rgb = f3 * 10;

	return col; */

}


technique RenderScene {
	pass P0 {          
		VertexShader = compile vs_1_1 RenderSceneVS();
		//PixelShader  = compile ps_1_1 RenderScenePS();
		PixelShader  = compile ps_2_0 RenderScenePS();
		
		AlphaBlendEnable = False;
		ZEnable = False;
		ZWriteEnable = False;
		CullMode = None;
	}
}

	