//
//morphlet_Fist
//

float4x4 scale_matrix;
pixelshader pshader;
vertexshader vshader;

#define X tex0.x
#define Y tex0.y

struct VS_INPUT
{
    float3 pos : POSITION;
    float2 tex0 : TEXCOORD0;
};

struct VS_OUTPUT
{
    float4 pos   : POSITION;
    float2 tex0  : TEXCOORD0;
};

VS_OUTPUT VS(VS_INPUT vertex_in)
{
    float3 u;
    VS_OUTPUT vertex_out = (VS_OUTPUT)0;

    vertex_out.pos = mul(float4(vertex_in.pos,1),scale_matrix);
    vertex_out.tex0 = vertex_in.tex0;

    return vertex_out;
}


struct PS_INPUT
{
  float2 tex0 : TEXCOORD0;
};

struct PS_OUTPUT
{
  float4 color : COLOR;
};


PS_OUTPUT PS(PS_INPUT ps_in)
{
   PS_OUTPUT ps_out = (PS_OUTPUT)0;
   float x2y2;
   float2 tex0;

   return ps_out;
}




technique T0
{

    pass P0
    {
        VertexShader = (vshader);
        PixelShader  = (pshader);
    }
}


