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matrix WorldMatrix : register(c0); // c0-c3

matrix ProjViewMatrix : register(c4); // c4-c7

sampler Albedo : register(s0);

// -------------------------------------------------------------------------
// Datatypes
// -------------------------------------------------------------------------

struct VS_INPUT
{
vector Position : POSITION;
float3 Normal : NORMAL0;
float3 Tangent : NORMAL1;
float3 Bitangent : NORMAL2;
float2 Texture : TEXCOORD0;
};

struct PS_INPUT
{
vector Position : POSITION;
float2 TexPosition : TEXCOORD0;
};

struct PS_OUTPUT
{
vector Diffuse : COLOR0;
};

// -------------------------------------------------------------------------
// Vertexshader
// -------------------------------------------------------------------------

PS_INPUT VertexShader(VS_INPUT input)


{
PS_INPUT output = (PS_INPUT)0;

output.Position = mul(WorldMatrix, input.Position);


output.Position = mul(ProjViewMatrix, output.Position);
output.TexPosition = input.Texture;

return output;
}

// -------------------------------------------------------------------------
// Pixelshader
// -------------------------------------------------------------------------

PS_OUTPUT PixelShader(PS_INPUT input)


{
PS_OUTPUT output = (PS_OUTPUT)0;

output.Diffuse = tex2D(Albedo, input.TexPosition);

return output;
}

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