void main_plain_texture_vp(
		// Vertex Inputs
		float4 position		: POSITION,	// Vertex position in model space
		float2 texCoord0	: TEXCOORD0,	// Texture UV set 0

uniform float2 myUV,

		// Outputs
		out float4 oPosition	: POSITION,	// Transformed vertex position
		out float2 uv0		: TEXCOORD0,	// UV0
		
		// Model Level Inputs
		uniform float4x4 worldViewProj)
{
	// Calculate output position

	oPosition = mul(worldViewProj, position);

	// Simply copy the input vertex UV to the output

uv0.x = texCoord0.x + myUV.x;
uv0.y = texCoord0.y + myUV.y;

}


void main_plain_texture_fp(
		// Pixel Inputs
		float2 uv0		: TEXCOORD0,	// UV interpolated for current pixel
		
			 
		// Outputs
		out float4 color	: COLOR,	// Output color we want to write
			 
		// Model Level Inputs
		uniform sampler2D texture)		// Texture we're going to use
{
	// Just sample texture using supplied UV

	
	color = tex2D(texture, uv0);
}

void main_tex_mod_col_fp(
			float2 diffuse		: TEXCOORD0,
			 
			out float4 color	: COLOR,
			 
			uniform float4 colorModulate,	// Added the color parameter
			uniform sampler2D texture)
{
	
	color = tex2D(texture, diffuse);		// Sample the texture
	color = color * colorModulate;			// Multiply the pixel color by colorModulate
	color.a = color.a * colorModulate.a;			// Set the output alpha to be colorModulate.w
}




