//
struct VS_IN
{
    float4 position : POSITION;
    float2 tex_coord : TEXCOORD0;
};

struct VS_OUT
{
    float4 position : SV_Position;
    float2 tex_coord : TEXCOORD0;
};

VS_OUT vs_main(VS_IN IN)
{
    VS_OUT OUT;
    OUT.position = IN.position;
    OUT.tex_coord = IN.tex_coord;
    return OUT;
};

Texture2D<float4> splash_texture : register(t0);
sampler samp : register(s0);

float4 ps_main(VS_OUT IN) : SV_Target
{
    float4 color = splash_texture.Sample(samp, IN.tex_coord); 
    return float4(color.xyz, color.x*0.5);
};
