sampler BaseTex;
sampler DirtTex;

struct PS_INPUT
{
float2 base	: TEXCOORD0;
float2 dirt	: TEXCOORD1;
};

struct PS_OUTPUT
{
vector diffuse	: COLOR0;
};

PS_OUTPUT Main(PS_INPUT input)
{
PS_OUTPUT output = (PS_OUTPUT)0;

vector a = tex2D(BaseTex, input.base);
vector b = tex2D(DirtTex, input.dirt);

vector c = a * b;

output.diffuse = c;

return output;
}