#include "ShaderConstants.fxh"

struct PS_Input
{
    float4 position : SV_Position;
    float4 color : COLOR;
};

struct PS_Output
{
    float4 color : SV_Target;
};

void main( in PS_Input PSInput, out PS_Output PSOutput )
{
    PSOutput.color = PSInput.color;
    PSOutput.color.rgb *= CURRENT_COLOR.rgb * sin(TIME * PSInput.color.a);
}