#include "common.hlsli"

struct v2p
{
    float2 tc0 : TEXCOORD0; // base
    float4 c : COLOR0; // diffuse
};

// Pixel
float4 main(v2p I) : SV_Target
{
    float4 c = I.c * s_base.Sample(smp_base, I.tc0);
    float3 r = lerp(float3(1, 1, 1), c.xyz, c.w);
    return float4(PushGamma(r), 1);
}

