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struct PS_INPUT
{
float4 T0 : TEXCOORD0;
float3 T1 : TEXCOORD1;
float3 T2 : TEXCOORD2;
float T3 : TEXCOORD3;
float3 vColor : COLOR0;
};
float4 main( PS_INPUT i ) : COLOR
{
// Kill pixel against various fields computed in vertex shader
clip ( i.T1 );
clip ( i.T2 );
clip ( i.T3 ); // Backface cull
// i.T0.a is uninitialized by the vs, but this is how the original asm shader was written????
return float4( lerp( float3(1,1,1), i.vColor.xyz, i.T0.a ), 1 );
}
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