void main( float4 iPos : POSITION, float2 iTex0 : TEXCOORD0, out float4 oPos : POSITION, out float2 oTex0 : TEXCOORD0, uniform float4x4 MVP ) { /* Convert vertex coordinates and pass texcoords to fragment shader */ oPos.xyzw = mul( MVP, iPos ).xyzw; oTex0.xy = iTex0.xy; }