//
#include <Shaders/VisionCommon.inc>

#ifdef _VISION_DX11
  Texture2D <float4> BaseTexture        : register(t0);
  sampler            BaseTextureSampler : register(s0);
#else
  sampler2D          BaseTexture        : register(s0);
#endif

struct PS_IN
{
  float4 ProjPos : SV_Position;
  float2 UV0     : TEXCOORD0;
};

float4 ps_main( PS_IN In ) : SV_Target
{
  float4 diffuse = vTex2D(BaseTexture, BaseTextureSampler, In.UV0);
  return diffuse;
}
