float4 color = {0.35,0.45,0.75,1};
float4x4 StateProjection;
float4x4 StateWorldView;
sampler2D tex0;

struct VSInput
{
	float4 pos: POSITION;
	float4 color: COLOR;
	float2 texcoord: TEXCOORD0;
	float2 dimension: TEXCOORD1;
};

struct VSOutput
{
	float4 pos: POSITION;
	float4 color: COLOR;
	float2 texcoord: TEXCOORD0;
};

VSOutput vsMain(VSInput Input)
{
	VSOutput o;
	o.pos = mul(StateWorldView, Input.pos);
	o.pos.xy += Input.dimension;
	o.pos = mul(StateProjection, o.pos);
	o.color = Input.color;
	o.texcoord = Input.texcoord;
	return o;
}

float4 psMain(VSOutput Input): COLOR
{
	return tex2D(tex0, Input.texcoord) * Input.color;
}