//------------------------------------
texture TheTexture : ZBlurTexture;

sampler2D Texture_Sampler = sampler_state
{
	Texture = <TheTexture>;
	MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = None;
	AddressU = Clamp;
	AddressV = Clamp;
	AddressW = Clamp;
};


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

//------------------------------------
float4 PS_Texture(vertexOutput IN) : COLOR0
{
    float4 diffuse = tex2D(Texture_Sampler, IN.UV);    
    return diffuse;
}

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