uniform float4x4 ViewProj; uniform float4 color = {1.0, 1.0, 1.0, 1.0}; struct SolidVertInOut { float4 pos : POSITION; }; SolidVertInOut VSSolid(SolidVertInOut vert_in) { SolidVertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); return vert_out; } float4 PSSolid(SolidVertInOut vert_in) : TARGET { return color; } struct SolidColoredVertInOut { float4 pos : POSITION; float4 color : COLOR; }; SolidColoredVertInOut VSSolidColored(SolidColoredVertInOut vert_in) { SolidColoredVertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.color = vert_in.color; return vert_out; } float4 PSSolidColored(SolidColoredVertInOut vert_in) : TARGET { return vert_in.color * color; } technique Solid { pass { vertex_shader = VSSolid(vert_in); pixel_shader = PSSolid(vert_in); } } technique SolidColored { pass { vertex_shader = VSSolidColored(vert_in); pixel_shader = PSSolidColored(vert_in); } }