Init
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// Parameters passed from the vertex shader to the fragment shader.
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struct QuadFragmentParameters
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{
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float4 worldSpacePosition : TEXCOORD4;
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float2 texcoord0 : TEXCOORD0;
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half4 color : COLOR;
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};
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#include <config.cg>
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#include <globals.cg>
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struct VertexOut
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{
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QuadFragmentParameters params;
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float4 screenSpacePosition : POSITION;
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};
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VertexOut vmain(__in(float4, localSpacePosition, POSITION)
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__in_opt(half4, vertexColor, COLOR)
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__in_opt(float3, localSpaceNormal, NORMAL)
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__in_opt(float4, localSpaceTangent, SEMANTIC_TANGENT)
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__in_opt(float4, vertexTexcoord0, TEXCOORD0)
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__in_opt(float4, vertexTexcoord1, TEXCOORD1)
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__in_opt(float4, vertexTexcoord2, TEXCOORD2)
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__in_opt(float4, vertexTexcoord3, TEXCOORD3))
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{
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VertexOut vout;
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vout.screenSpacePosition = float4(mul(g_viewMatrix2D, float4(localSpacePosition.xyz,1)).xyz, localSpacePosition.w);
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vout.params.worldSpacePosition = vout.screenSpacePosition;
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vout.params.texcoord0 = vertexTexcoord0.xy;
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vout.params.color = vertexColor;
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return vout;
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}
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