//**************************************************************//
//  Effect File exported by RenderMonkey 1.6
//
//  - Although many improvements were made to RenderMonkey FX  
//    file export, there are still situations that may cause   
//    compilation problems once the file is exported, such as  
//    occasional naming conflicts for methods, since FX format 
//    does not support any notions of name spaces. You need to 
//    try to create workspaces in such a way as to minimize    
//    potential naming conflicts on export.                    
//    
//  - Note that to minimize resulting name collisions in the FX 
//    file, RenderMonkey will mangle names for passes, shaders  
//    and function names as necessary to reduce name conflicts. 
//**************************************************************//

//--------------------------------------------------------------//
// Color
//--------------------------------------------------------------//
//--------------------------------------------------------------//
// Pass 0
//--------------------------------------------------------------//
string Crumbs_Color_Pass_0_Model : ModelData = "..\\..\\..\\Program Files\\AMD\\RenderMonkey 1.81\\Examples\\Media\\Models\\Sphere.3ds";

float4x4 matViewProjection : ViewProjection;

struct INPUT_VS
{
   float4 Position  : POSITION0;
   float4 Color : COLOR0;
   
};

struct OUTPUT_VS
{
   float4 Position  : POSITION0;
   float4 Color : COLOR0;
   
};

OUTPUT_VS Crumbs_Color_Pass_0_Vertex_Shader_colorVS( INPUT_VS _input )
{
   // Zero out our output.
   OUTPUT_VS outVS = (OUTPUT_VS)0;
   
   // Transform to homogeneous clip space.
   outVS.Position = mul(_input.Position, matViewProjection);
   
   // Just pass the vertex color into the pixel shader.
   outVS.Color = _input.Color;
    
   // Done--return the output.
    return outVS;
   
}




float4 Crumbs_Color_Pass_0_Pixel_Shader_colorPS(float4 c : COLOR0) : COLOR0
{   
   return c;
   
}
//--------------------------------------------------------------//
// Technique Section for Effect Workspace.Crumbs.Color
//--------------------------------------------------------------//
technique Color
{
   pass Pass_0
   {
      VertexShader = compile vs_2_0 Crumbs_Color_Pass_0_Vertex_Shader_colorVS();
      PixelShader = compile ps_2_0 Crumbs_Color_Pass_0_Pixel_Shader_colorPS();
   }

}

