sampler TxBase : register(s0);
float MotionBlurAlpha;

struct PS_INPUT
{
  float2 uv0 :TEXCOORD0;
};

float4 main (PS_INPUT IN): COLOR0
{
  float4 r=tex2D(TxBase, IN.uv0);
  r.a=MotionBlurAlpha;
  return r;
}
