
float4x4 worldViewProj;
float4 color;

struct VS_Input
{
	float4 Position : POSITION;	
};

struct VS_Output
{
	float4 Position : POSITION;
};


VS_Output VSMain(VS_Input inp)
{
	VS_Output o;
	o.Position = mul(inp.Position, worldViewProj);

	return o;
}


struct PS_Output
{
	float4 Color : COLOR0;
};

PS_Output PSMain()
{
	PS_Output o;
	o.Color = color;
	return o; 
}

technique GILightFill
{
	pass p0
	{
		VertexShader = compile vs_3_0 VSMain();
		PixelShader = compile ps_3_0 PSMain();
	}
}