// Copyright (c) 2010-2013 SharpDX - Alexandre Mutel
// 
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
struct VS_IN
{
	float4 pos : POSITION;
	float4 col : COLOR0;
};

struct PS_IN
{
	float4 pos : POSITION;
	float4 col : COLOR0;
};

float4x4 worldViewProj;

PS_IN VS( VS_IN input )
{
	PS_IN output = (PS_IN)0;
	
	output.pos = mul(input.pos, worldViewProj);
	output.col = input.col;
	
	return output;
}

float4 PS( PS_IN input ) : COLOR
{
	return input.col;
}


technique Main {
	pass P0 {
		VertexShader = compile vs_2_0 VS();
        PixelShader  = compile ps_2_0 PS();
	}
}
