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2025-11-28 23:13:44 +05:30

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#include <config.cg>
#include <globals.cg>
struct VertexOut
{
float4 screenSpacePosition : POSITION;
half4 color : COLOR;
};
VertexOut vmain(__in(float4, localSpacePosition, POSITION)
__in_opt(half4, vertexColor, COLOR)
__in_opt(float3, localSpaceNormal, NORMAL))
{
VertexOut vout;
float4x4 vpm = mul(g_projMatrix, g_viewMatrix);
vout.screenSpacePosition = mul(vpm, localSpacePosition);
vout.screenSpacePosition.z -= 0.005; // hack to avoid z-fighting
vout.color = vertexColor;
return vout;
}