ps_1_1
tex t0
mad r0, v1, t0.a, v0
mul r0, r0, t0
HLSL:
sampler plane;
float4 BasicPixel( in float4 color : COLOR0,
in float4 v : COLOR1,
in float2 vTex : TEXCOORD0) : COLOR
{
float4 temp = tex2D(plane, vTex);
float4 res = temp.a * v + color;
return res * color;
}