
struct PS_INPUT
{
    float4 TexC : TEXCOORD0;
};
SamplerState TextureSampler
{
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Wrap;
    AddressV = Wrap;
};

Texture2D TextureBase;

float4 main( PS_INPUT input ) : SV_Target
{
    float4 colour = TextureBase.Sample(TextureSampler, input.TexC.xy);

    float lod = TextureBase.CalculateLevelOfDetail(TextureSampler, input.TexC.xy);
    float lodUnclamped = TextureBase.CalculateLevelOfDetailUnclamped(TextureSampler, input.TexC.xy);

    colour.r += lodUnclamped-lod;

    return colour;
}


