float4x4 g_WorldViewProjection : WorldViewProjection;
texture g_TextureDiffuse0 : Diffuse;

float4 g_MeshColor;

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

technique RenderWithoutPixelShader
{
    pass Pass0
    {   	        
        VertexShader		= compile vs_1_1 RenderSceneVS();
		PixelShader			= NULL;
		
		AlphaTestEnable = FALSE;
        AlphaBlendEnable = TRUE;
		SrcBlend = ONE;
		DestBlend = ZERO;
		ZEnable = TRUE;
		ZWriteEnable = TRUE;
		
		Texture[ 0 ]		= < g_TextureDiffuse0 >;	
    }
}
