////////////////////////////////////////////////////////////////////////////// // ©2007 Electronic Arts Inc // // FX Shader for missing materials ////////////////////////////////////////////////////////////////////////////// #include "Common.fxh" // ---------------------------------------------------------------------------- // Transformations // ---------------------------------------------------------------------------- float4x4 WorldViewProjection : WorldViewProjection; // ---------------------------------------------------------------------------- struct VSOutput { float4 Position : POSITION; }; // ---------------------------------------------------------------------------- VSOutput VS(float3 Position : POSITION) { VSOutput Out; Out.Position = mul(float4(Position, 1), WorldViewProjection); return Out; } // ---------------------------------------------------------------------------- float4 PS(VSOutput In) : COLOR { return float4(1, 0, 1, 1); } // ---------------------------------------------------------------------------- technique Default { pass P0 { VertexShader = compile VS_2_0 VS(); PixelShader = compile PS_2_0 PS(); ZEnable = false; ZWriteEnable = true; CullMode = None; AlphaBlendEnable = false; ColorWriteEnable = RGBA; AlphaTestEnable = false; } }