 	import aerys.minko.type.stream.format.VertexComponent;
 	
 	public class VertexUVShader extends BasicShader
-	{
-		
+	{		
 		public function VertexUVShader(target 	: RenderTarget 	= null, 
 									   priority	: Number		= 0)
 		{

		
		override protected function getPixelColor() : SFloat
		{
			var uv 				: SFloat = getVertexAttribute(VertexComponent.UV);
			
			if (meshBindings.propertyExists(BasicProperties.DIFFUSE_UV_SCALE))
				uv.scaleBy(meshBindings.getParameter(BasicProperties.DIFFUSE_UV_SCALE, 2));

			if (meshBindings.propertyExists(BasicProperties.DIFFUSE_UV_OFFSET))
				uv.incrementBy(meshBindings.getParameter(BasicProperties.DIFFUSE_UV_OFFSET, 2));

			uv = interpolate(uv);
			
			var fractional : SFloat = fractional(uv);
			var fractionalIsZero : SFloat = equal(fractional, float2(0, 0));
			var interpolatedUv 	: SFloat = add(
				multiply(not(fractionalIsZero), fractional),
				multiply(fractionalIsZero, saturate(uv))
			);
			
			return float4(interpolatedUv.x, interpolatedUv.y, 0, 1);
		}
