/******************************************/
/* COMMENT */
/***********/
sampler BaseTex;
float   value;

struct PS_INPUT
{
   vector diffuse   :COLOR0;
   vector specular  :COLOR1;
   float2 base      :TEXCOORD0;
};

struct PS_OUTPUT
{
   vector diffuse : COLOR0;
};

/* MORE COMMENT */

PS_OUTPUT main( PS_INPUT  input)
{
   PS_OUTPUT output = ( PS_OUTPUT)0;
   vector c = tex2D( BaseTex, input.base);
   output.diffuse = ( c * input.diffuse) + ( input.specular * 1.0f);
/*
//   output.diffuse.r = 0.0f;
//   output.diffuse.g = 0.3f;
//   output.diffuse.b = 0.5f;
//   output.diffuse.a = 1.0f;


   if( c.r > 0.5f)
   {
   output.diffuse = input.diffuse;
   }
   output.diffuse.r = 0;
   output.diffuse.g = 0.5;
   output.diffuse.b = 1;
   output.diffuse.a = 1;
*/
   return output;

}