Parameters = { mat4x4 matWorldViewProj; float4 selColor; }; Technique = { Language = "HLSL11"; Pass = { Fill = WIRE; DepthBias = 0.00001f; Target = { Blend = true; Color = { SRCA, SRCIA, ADD }; }; Vertex = { float4x4 matWorldViewProj; void main( in float3 inPos : POSITION, out float4 oPosition : SV_Position) { oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1)); } }; Fragment = { float4 selColor; float4 main(in float4 inPos : SV_Position) : SV_Target { return selColor; } }; }; }; Technique = { Language = "HLSL9"; Pass = { Fill = WIRE; DepthBias = 0.00001f; Target = { Blend = true; Color = { SRCA, SRCIA, ADD }; }; Vertex = { float4x4 matWorldViewProj; void main( in float3 inPos : POSITION, out float4 oPosition : POSITION) { oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1)); } }; Fragment = { float4 selColor; float4 main() : COLOR0 { return selColor; } }; }; }; Technique = { Language = "GLSL"; Pass = { Fill = WIRE; DepthBias = 0.00001f; Target = { Blend = true; Color = { SRCA, SRCIA, ADD }; }; Vertex = { uniform mat4 matWorldViewProj; in vec3 bs_position; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1); } }; Fragment = { uniform vec4 selColor; out vec4 fragColor; void main() { fragColor = selColor; } }; }; };