#include "common.hlsli"

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

// Pixel
float4 main(v2p I) : COLOR
{
    // color = 0 	-> color=1
    // color = 1	-> color=c
    float4 c = I.c * tex2D(s_base, I.tc0);
    c.xyz *= c.w;
    float3 r = float3(1.0f, 1.0f, 1.0f) - c.xyz + c.xyz * c.xyz; // lerp(1,c.xyz,c.xyz), can't be less than .5h
    return float4(r, 1.0f);
}
