mixin PickingCull { raster { scissor = true; }; code { cbuffer Uniforms { float4x4 gMatWorldViewProj; float4 gColorIndex; float gAlphaCutoff; } void vsmain( in float3 inPos : POSITION, in float3 inNorm : NORMAL, out float4 oPosition : SV_Position, out float4 oNorm : NORMAL) { oPosition = mul(gMatWorldViewProj, float4(inPos.xyz, 1)); oNorm = float4(inNorm, 0); } float4 fsmain( in float4 inPos : SV_Position, in float4 inNorm : NORMAL, out float4 oNorm : SV_Target1 ) : SV_Target0 { oNorm = inNorm; return gColorIndex; } }; };