#include "common.hlsli"

struct v2p
{
    float4 hpos : POSITION; // Clip-space position 	(for rasterization)
    float4 tc : TEXCOORD0;
};

// uniform float4x4	m_texgen;
uniform float4x4 m_texgen_J;

// Vertex
v2p main(float4 P : POSITION)
{
    v2p O;
    O.hpos = mul(m_WVP, P);
    O.tc = mul(m_texgen, P);
    return O;
}
FXVS;
