texture tBase;

sampler smpBase = sampler_state {
    Texture = <tBase>;    
    MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
};


struct SInput {
	float4 pos : POSITION;
	float4 diffuse : COLOR0;
        float2 tex : TEXCOORD0;
};

SInput RenderSceneVS( SInput i )
{
	return i;
/*	SInput o;
	
	o.pos = i.pos;
	o.diffuse = i.diffuse; 
	o.tex = i.tex; 
	
	return o;   */
}

technique RenderScene {
	pass P0 {          
		VertexShader = compile vs_1_1 RenderSceneVS();
		PixelShader  = NULL;
		
		AlphaBlendEnable = True;
		SrcBlend = SrcAlpha;
		DestBlend = InvSrcAlpha;

		//SeparateAlphaBlendEnable = False;
		SeparateAlphaBlendEnable = True;
		SrcBlendAlpha = One;
		DestBlendAlpha = One;
		
		CullMode = None;

		ZEnable = False;
		ZWriteEnable = False;
		
		Sampler[0] = (smpBase);

		ColorOp[0] = Modulate;
		ColorArg1[0] = Diffuse;
		ColorArg2[0] = Texture;
		AlphaOp[0] = Modulate;
		AlphaArg1[0] = Diffuse;
		AlphaArg2[0] = Texture;
		
		ColorOp[1] = Disable;
		AlphaOp[1] = Disable;
	}
}
