Make Render Frame Fade Color

In the following code, how would I make the render frame fade colors while the program is running. For instance, if I wanted to make it fade from its current dark blue to white, what would I do.

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// INCLUDE THE BASIC WINDOWS HEADER FILES AND THE DIRECT3D HEADER FILES
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>

// INCLUDE THE DIRECT3D LIBRARY FILES
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")

// GLOBAL DECLARATIONS
IDXGISwapChain *swapchain;             // THE POINTER TO THE SWAP CHAIN INTERFACE
ID3D11Device *dev;                     // THE POINTER TO THE DIRECT3D DEVICE INTERFACE
ID3D11DeviceContext *devcon;           // THE POINTER TO OUR DIRECT3D DEVICE CONTEXT
ID3D11RenderTargetView *backbuffer;    // THE POINTER TO OUR BACK BUFFER

// FUNCTION PROTOTYPES
void InitD3D(HWND hWnd);    // SETS UP AND INITIALIZES DIRECT3D
void RenderFrame(void);     // RENDERS A SINGLE FRAME
void CleanD3D(void);        // CLOSES DIRECT3D AND RELEASES MEMORY

// THE WINDOWPROC FUNCTION PROTOTYPE
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// THE ENTRY POINT FOR ANY WINDOWS PROGRAM
int WINAPI WinMain(HINSTANCE hInstance,
	HINSTANCE hPrevInstance,
	LPSTR lpCmdLine,
	int nCmdShow)
{
	HWND hWnd;
	WNDCLASSEX wc;

	ZeroMemory(&wc, sizeof(WNDCLASSEX));

	wc.cbSize = sizeof(WNDCLASSEX);
	wc.style = CS_HREDRAW | CS_VREDRAW;
	wc.lpfnWndProc = WindowProc;
	wc.hInstance = hInstance;
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
	wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
	wc.lpszClassName = "WindowClass";

	RegisterClassEx(&wc);

	RECT wr = { 0, 0, 800, 600 };
	AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);

	hWnd = CreateWindowEx(NULL,
		"WindowClass",
		"Our First Direct3D Program",
		WS_OVERLAPPEDWINDOW,
		300,
		300,
		wr.right - wr.left,
		wr.bottom - wr.top,
		NULL,
		NULL,
		hInstance,
		NULL);

	ShowWindow(hWnd, nCmdShow);

	// SET UP AND INITIALIZE DIRECT3D
	InitD3D(hWnd);

	// ENTER THE MAIN LOOP::

	MSG msg;

	while (TRUE)
	{
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);

			if (msg.message == WM_QUIT)
				break;
		}

		RenderFrame();
	}

	// CLEAN UP DIRECTX AND COM
	CleanD3D();

	return msg.wParam;
}


// THIS IS THE MAIN MESSAGE HANDLER FOR THE PROGRAM
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch (message)
	{
	case WM_DESTROY:
	{
					   PostQuitMessage(0);
					   return 0;
	} break;
	}

	return DefWindowProc(hWnd, message, wParam, lParam);
}


// THIS FUNCTION INITIALIZES AND PREPARES DIRECT3D FOR USE
void InitD3D(HWND hWnd)
{
	// CREATE A STRUCT TO HOLD INFO ABOUT THE SWAP CHAIN
	DXGI_SWAP_CHAIN_DESC scd;

	// CLEAR OUT THE STRUCT FOR USE
	ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));

	// FILL THE SWAP CHAIN DESCRIPTION STRUCT
	scd.BufferCount = 1;                                    // ONE BACK BUFFER
	scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;     // USE 32 BIT COLOR
	scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;      // HOW SWAP CHAIN IS TO BE USED
	scd.OutputWindow = hWnd;                                // THE WINDOW TO BE USED
	scd.SampleDesc.Count = 1;                               // HOW MANY MULTI SAMPLES
	scd.SampleDesc.Quality = 0;                             // MULTI SAMPLE QUALITY LEVEL
	scd.Windowed = TRUE;                                    // TRUE FOR WINDOWED MODE

	// CREATE A DEVICE, DEVICE CONTEXT AND SWAP CHAIN USING THE INFO IN THE SCD STRUCT
	D3D11CreateDeviceAndSwapChain(NULL,
		D3D_DRIVER_TYPE_HARDWARE,
		NULL,
		NULL,
		NULL,
		NULL,
		D3D11_SDK_VERSION,
		&scd,
		&swapchain,
		&dev,
		NULL,
		&devcon);


	// GET THE ADDRESS OF THE BACK BUFFER
	ID3D11Texture2D *pBackBuffer;
	swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);

	// USE THE BACK BUFFER ADDRESS TO CREATE A RENDER TARGET
	dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
	pBackBuffer->Release();

	// SET THE RENDER TARGET AS THE BACK BUFFER
	devcon->OMSetRenderTargets(1, &backbuffer, NULL);


	// SET THE VIEWPORT
	D3D11_VIEWPORT viewport;
	ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));

	viewport.TopLeftX = 0;
	viewport.TopLeftY = 0;
	viewport.Width = 800;
	viewport.Height = 600;

	devcon->RSSetViewports(1, &viewport);
}


// THIS IS THE FUNCTION USED TO RENDER A SINGLE FRAME
void RenderFrame(void)
{
		// CLEAR THE BACK BUFFER TO A DEEP BLUE
		devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.1f, 0.2f, 0.4f, 1.0f));
		
		// DO 3D RENDERING FOR THE BACK BUFFER HERE
	
		// SWITCH THE BACK BUFFER AND THE FRONT BUFFER
		swapchain->Present(0, 0);	
}


// THIS IS THE FUNCTION THAT CLEANS UP DIRECT3D AND COM
void CleanD3D(void)
{
	// CLOSE AND RELEASE ALL EXSISTING COM OBJECTS
	swapchain->Release();
	backbuffer->Release();
	dev->Release();
	devcon->Release();
}
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