uniform float4 Color;

struct VS_OUTPUT
{
    float4 Position         : POSITION;   // vertex position
    float4 TexCoord         : TEXCOORD0;  // vertex interpolation value
    float3 Normal           : TEXCOORD1;  // vertex normal
};

struct PS_OUTPUT
{
    float4 Color    : COLOR0;
};

sampler s = sampler_state
{ 
    MinFilter = Linear;
    MagFilter = Linear;
};/* : register( s0 );*/

PS_OUTPUT PShaderEntry( VS_OUTPUT input )
{
    PS_OUTPUT Output;
    
    float4 TexColor = tex2D( s, float2(input.TexCoord.x, input.TexCoord.y) );
    //float3 NormalizedNormal = normalize(input.Normal);
    Output.Color = float4(TexColor.x * Color.x, TexColor.y * Color.y, TexColor.z * Color.z, TexColor.w * Color.w);
    
    return Output;
}