{ parms { stageSort sortCoverage } 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 ); // Convert back from 16 bit vertex elements. result.texcoord0.xy = vertex.texcoord0 * $vertexStScaleBias.xy + $vertexStScaleBias.zw; result.texcoord0.zw = _float2( 0.0 ); } hlsl_fp { result.color0 = tex2D( $textureMap, fragment.texcoord0.xy ); result.color1 = _float4( 0.0 ); } }