float4x4 TotalMatrix;

struct VS_OUTPUT
{
	float4 Position  : POSITION;
	//float4 TextureUV : TEXCOORD0;
};


VS_OUTPUT RenderObjectVS(float4 local_pos : POSITION)
{
	VS_OUTPUT Output;
	Output.Position = mul(local_pos, TotalMatrix);
	//Output.TextureUV = local_pos;

	return Output;
}


float4 RenderObjectPS(/*float4 uv : TEXCOORD0*/) : COLOR0
{
	return float4(1.0, 0.0, 0.0, 1.0);
	//float4 color1 = float4(1.0,0.0,1.0,1.0);
	//float4 color2 = float4(1.0,1.0,0.0,1.0);
	//float t = frac(uv.y + uv.x);
	//return lerp(color1, color2, t);
}


technique RenderObjectNoLight
{
	pass p0
	{
		VertexShader = compile vs_2_0 RenderObjectVS();
		PixelShader = compile ps_2_0 RenderObjectPS();
	}
}


