string description = "one texture fixed-function replacement with shadows and fog";

#define OCEANDEPTH

#include "shaderAttrs.fxh"
#include "simpleLit.hlsl"
#include "samplerDiffuse.fxh"



technique {

	pass oneTextureFFNOShadow_pass {

		VertexShader = compile vs_2_0 VSMain(
			modelViewProjection,
			fogColor,
			fogParams,
			sunColor,
			sunDirectionObject,
			sunAmbient,
			modelWorld,
			oceanDepthRange,
			oceanDepthColor );


		PixelShader = compile PS20_OR_PS14 PSMain(
			samplerDiffuse0 );
	}
	
}
