//------------------------------------
struct vertexOutput {
    float4 HPosition : POSITION;
    float2 UV	: TEXCOORD0;
};

//------------------------------------
float4 PS_Black(vertexOutput IN) : COLOR0
{
    return float4(1.0, 1.0, 1.0, 1.0);
}


//-----------------------------------
technique ShowTexture
{
    pass p0 
    {		
		VertexShader = NULL;
		PixelShader = compile ps_2_0 PS_Black();
		
		// Just use the color
		ColorArg1[0] = Diffuse;
		AlphaArg1[0] = Diffuse;
		ColorOp[0] = SelectArg1;
		AlphaOp[1] = SelectArg1;
		
		CullMode = None;
		ZEnable = true;
		ZFunc = ALWAYS;
		ZWriteEnable = false;
    }
}