struct VertexOutput {
  float4 position : POSITION;
  float3 color    : COLOR;
  float2 texCoord : TEXCOORD0;
};


struct PixelOutput {
  float4 color : COLOR;
};

uniform sampler2D decal : TEX0;
uniform float elapsedTime : TIME;
uniform float currentTime : TIME;

PixelOutput C3E3f_texture(in VertexOutput IN)
{
  PixelOutput OUT;
  //OUT.color = tex2D(decal,IN.texCoord);
  //OUT.color.x = sin(currentTime);
  
  OUT.color = float4(IN.color.xyz, 1.0);
  return OUT;
}

