//Particle shader for lightsources like backfire

// Vertex to pixel shader structure
struct v2p
{
  float2 uv		    : TEXCOORD0;
  float3 position   : POSITION;
  float4 color		: COLOR;
};

void main
(
  in v2p IN,

  out float4 outColor : COLOR,
  
  // Constants
  uniform sampler2D baseMap 	: TEXUNIT0
)
{
  const float luminance=150.0f;     // kilolux
  outColor=tex2D(baseMap,IN.uv);
  outColor.rgb*=luminance;
  outColor.a*=IN.color.a;
}