{ parms { stageSort sortCoverage } state { colormask alphamask } hlsl_vp { // Convert back from 16 bit vertex elements. float4 position = vertex.position * $vertexXYZScale + $vertexXYZBias; result.position.x = dot4( position, $mvpMatrixX ); result.position.y = dot4( position, $mvpMatrixY ); result.position.z = dot4( position, $mvpMatrixZ ); result.position.w = dot4( position, $mvpMatrixW ); } hlsl_fp { result.color = float4( 0.0, 0.0, 0.0, 1.0 ); } }