string description = "one texture using blend matrices, ocean depth, shadows, and fog";

#define OCEANDEPTH
#define COLORIZE


#include "shaderAttrs.fxh"
#include "samplerDiffuse.fxh"
#include "shadows.fxh"
#include "shadows.hlsl"
#include "RigidBody.hlsl"

float4 ShipColors[COLOR_COUNT] <
	string Usage = "pbs.ship.colors";
>;

#define ID  7
//7/31

technique {

	pass basicShadow_pass {
		
		VertexShader = compile vs_2_0 shadowMain(
			modelViewProjection, ID );
		
		PixelShader = compile PS20_OR_PS14 shadowPixel(ID);

		AlphaRef = 0;

	}

	pass oneTextureFF_pass {

		VertexShader = compile vs_2_0 VSMain(
			ShipColors,
			modelViewProjection,
			modelWorld,
			shadowTextureWorldTransform,
			sunColor,
			sunDirectionObject,
			pointLightDiffuseColors,
			pointLightPositions,
			pointLightAttenuations,
			pointLightCount,
			fogColor,
			fogParams,
			oceanDepthRange,
			oceanDepthColor, ID );

		PixelShader = compile PS20_OR_PS14 PSMain(
			samplerDiffuse0,
			samplerShadow,
			sunAmbient,
			shadowSampleScale );
	}
	
}
