uniform float4x4 ViewProj;
uniform texture2d image;
uniform float2 imageTexel;
uniform int level;

sampler_state def_sampler {
	Filter    = Linear;
	AddressU  = Clamp;
	AddressV  = Clamp;
};

struct VertexData {
	float4 pos : POSITION;
	float2 uv  : TEXCOORD0;
};

VertexData VSDefault(VertexData vtx)
{
	vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
	return vtx;
}

float4 PSDefault(VertexData vtx) : TARGET
{
	return image.SampleLevel(def_sampler, vtx.uv, level);
}

technique Draw
{
	pass
	{
		vertex_shader = VSDefault(vtx);
		pixel_shader  = PSDefault(vtx);
	}
}
