#include "common.hlsli" struct vf { float4 C : COLOR0; float4 P : POSITION; }; struct v2p { float4 C : COLOR0; float4 P : SV_POSITION; }; uniform float4 tfactor; v2p main(vf i) { v2p o; o.P = mul(m_WVP, i.P); // xform, input in world coords o.C = tfactor * i.C; return o; }