uniform float4x4  ViewProj;
uniform texture2d tex;
uniform float     swp;
uniform float4    color;

sampler_state textureSampler {
	Filter    = Linear;
	AddressU  = Clamp;
	AddressV  = Clamp;
};

struct VertData {
	float4 pos : POSITION;
	float2 uv  : TEXCOORD0;
};

#include "premultiplied.inc"

VertData VSDefault(VertData v_in)
{
	VertData vert_out;
	vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
	vert_out.uv  = v_in.uv;
	return vert_out;
}

float4 PSFadeToColor(VertData v_in) : TARGET
{
	return lerp(convert_pmalpha(tex.Sample(textureSampler, v_in.uv)), color, swp);
}

technique FadeToColor
{
	pass
	{
		vertex_shader = VSDefault(v_in);
		pixel_shader  = PSFadeToColor(v_in);
	}
}
