#define IN_HLSL
#include "shdrConsts.h"

//-----------------------------------------------------------------------------
// Structures
//-----------------------------------------------------------------------------
struct ConnectData
{
   float4 shading         : COLOR;
   float2 texCoord        : TEXCOORD0;
   float3 normal          : TEXCOORD1;
   float3 pixPos          : TEXCOORD2;
   float3 eyePos          : TEXCOORD3;
   float4 lightVec        : TEXCOORD4;
};


struct Fragout
{
   float4 col : COLOR0;
};

//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
              uniform float4    ambient         : register(PC_AMBIENT_COLOR),
              uniform sampler2D diffuseMap      : register(S0),
              uniform float4    specularColor   : register(PC_MAT_SPECCOLOR),
              uniform float     specularPower   : register(PC_MAT_SPECPOWER),
              uniform float4    testColor       : register(C29)
)
{
   Fragout OUT;

//   OUT.col = float4( tex2D( diffuseMap, IN.texCoord ).r / 700.0, 0.0, 0.0, 0.0 );
   OUT.col = tex2D( diffuseMap, IN.texCoord );

   return OUT;
}
