float4x4		g_WorldViewProjection	: WorldViewProjection;

void RenderSceneVS( 
	float3 iPosition : POSITION, 
	float4 iColor0 : COLOR0,
	float2 iTexCoord0 : TEXCOORD0,
	out float4 oPosition : POSITION,
    out float4 oColor0 : COLOR0,
    out float2 oTexCoord0 : TEXCOORD0)
{
	oPosition = mul( float4(iPosition, 1), g_WorldViewProjection);
    oColor0	= iColor0;
    oTexCoord0 = iTexCoord0;
}

technique RenderWithoutPixelShader
{
    pass Pass0
    {   	        
        VertexShader = compile vs_1_1 RenderSceneVS();
		PixelShader = NULL;
		Texture[0] = NULL;
		AlphaBlendEnable = true;
		SrcBlend = one;
		DestBlend = one;
		ZEnable	= true;
		ZWriteEnable = false;			
    }
}
