//
// Simple shader to mix vertex color and texture plus light (sun) color
// Expects diffuseMap in first layer (TEXUNIT0)
//

void main(
  // In
  float2 tc0                : TEXCOORD0,
  float4 inColor	        : COLOR,
  // Out
  out float4 outColor : COLOR,
  uniform sampler2D   baseMap : TEXUNIT0,
  //uniform float3 lightDirection,
  uniform float3 lightColor
  //uniform float3 eyePosW
)
{
  // Use vertex color
  //lightColor*=inColor;
  
  float4 baseCol=tex2D(baseMap,tc0);
  baseCol*=float4(lightColor,1)*inColor;
  
  // Output total color
  outColor=baseCol;
}
