//
// Empty shader, to bypass default OPENGL fragment pipeline
//

struct v2p
// Vertex to fragment shader info
{
  float2 tc0 : TEXCOORD0;
};

void main(
  // In
  in v2p IN,
  
  // Out
  out float4 outColor0 : COLOR0,

  // Constants
  uniform sampler2D baseMap : TEXUNIT0
)
{
  //outColor0.rgba=float4(0,10,0,1); //tex2D(baseMap,IN.tc0);
  outColor0=tex2D(baseMap,IN.tc0);
}
